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authorJacques Lucke <jacques@blender.org>2021-07-05 11:46:00 +0300
committerJacques Lucke <jacques@blender.org>2021-07-05 11:46:36 +0300
commit9009ac2c3d62e0d30d96b8d35ff5ff620cfe053b (patch)
treeb5b25b36ed769fcdc707aa4d6efd1146fb54621d /source/blender/editors/space_buttons
parent04313f1bb5ff89168099cdc03d1855ae5118d29c (diff)
Geometry Nodes: new Viewer node
This adds a viewer node similar to the one in the compositor. The icon in the headers of nodes is removed because it served the same purpose and is not necessary anymore. Node outputs can be connected to the active viewer using ctrl+shift+LMB, just like in the compositor. Right now this collides with the shortcut used in the node wrangler addon, which will be changed separately. As of now, the viewed geometry is only visible in the spreadsheet. Viewport visualization will be added separately. There are a couple of benefits of using a viewer node compared to the old approach with the icon in the node header: * Better support for nodes that have more than one geometry output. * It's more consistent with the compositor. * If attributes become decoupled from geometry in the future, the viewer can have a separate input for the attribute to visualize. * The viewer node could potentially have visualization settings. * Allows to keep "visualization points" around by having multiple viewer nodes. * Less visual clutter in node headers. Differential Revision: https://developer.blender.org/D11470
Diffstat (limited to 'source/blender/editors/space_buttons')
-rw-r--r--source/blender/editors/space_buttons/buttons_texture.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_buttons/buttons_texture.c b/source/blender/editors/space_buttons/buttons_texture.c
index 97e3cb750c1..f1debcef5a9 100644
--- a/source/blender/editors/space_buttons/buttons_texture.c
+++ b/source/blender/editors/space_buttons/buttons_texture.c
@@ -451,7 +451,7 @@ static void template_texture_select(bContext *C, void *user_p, void *UNUSED(arg)
/* set user as active */
if (user->node) {
- ED_node_set_active(CTX_data_main(C), user->ntree, user->node, NULL);
+ ED_node_set_active(CTX_data_main(C), NULL, user->ntree, user->node, NULL);
ct->texture = NULL;
/* Not totally sure if we should also change selection? */