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authorCampbell Barton <ideasman42@gmail.com>2009-10-06 19:31:25 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-10-06 19:31:25 +0400
commit8d54982f37cf48d510fa2de0b2b45c635164a7f3 (patch)
treec356e1304bf02a2714cde79ea51ce46340a26c58 /source/blender/editors/sculpt_paint/sculpt.c
parent86307b58c0991472b25bd0c24ba8d2cdbf332bc3 (diff)
Material buttons now view the active node material shading settings.
Selecting a material in the node tree sets this as the active material and the buttons view redraws. Added rna prop material.active_node_material Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings. We'll probably need to split the panels up to do this properly.
Diffstat (limited to 'source/blender/editors/sculpt_paint/sculpt.c')
-rw-r--r--source/blender/editors/sculpt_paint/sculpt.c8
1 files changed, 3 insertions, 5 deletions
diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c
index 982bd315b99..c9353f697db 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -1100,17 +1100,15 @@ static struct MultiresModifierData *sculpt_multires_active(Object *ob)
for(md= modifiers_getVirtualModifierList(ob); md; md= md->next) {
if(md->type == eModifierType_Multires) {
- MultiresModifierData *mmd;
+ MultiresModifierData *mmd= (MultiresModifierData*)md;
/* Check if any of the modifiers after multires are active
* if not it can use the multires struct */
- ModifierData *md_next;
- for (md_next= md->next; md_next; md_next= md_next->next) {
- if(md_next->mode & eModifierMode_Realtime)
+ for (md= md->next; md; md= md->next) {
+ if(md->mode & eModifierMode_Realtime)
return NULL;
}
- mmd = (MultiresModifierData*)md;
if(mmd->lvl != 1)
return mmd;
}