diff options
author | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2014-07-19 13:52:32 +0400 |
---|---|---|
committer | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2014-08-12 05:10:36 +0400 |
commit | 34c133a488bdd78a1bd5027e1dcc8c60da86d25a (patch) | |
tree | 6cc5822b6a0fc79b9d8ae0fdb75a3cebf6fa6080 /source/blender/freestyle/intern/stroke/StrokeRep.cpp | |
parent | c38e80d6322b942fd2a893f4f294a919ed6e6b99 (diff) |
Freestyle: an improved workflow of line style shading nodes.
Removed the previous changes for passing a line style through the Controller, and
revised the BlenderTextureShader to assign the shader node tree of a line style
(if specified) to strokes. This way the assignment of shading nodes can be done
through both the Freestyle GUI and Python scripting.
Diffstat (limited to 'source/blender/freestyle/intern/stroke/StrokeRep.cpp')
-rw-r--r-- | source/blender/freestyle/intern/stroke/StrokeRep.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/source/blender/freestyle/intern/stroke/StrokeRep.cpp b/source/blender/freestyle/intern/stroke/StrokeRep.cpp index bdc21913f14..f4ac6f70fbb 100644 --- a/source/blender/freestyle/intern/stroke/StrokeRep.cpp +++ b/source/blender/freestyle/intern/stroke/StrokeRep.cpp @@ -705,8 +705,7 @@ StrokeRep::StrokeRep() { _stroke = 0; _strokeType = Stroke::OPAQUE_MEDIUM; - _lineStyle = NULL; - _useShadingNodes = false; + _nodeTree = NULL; _hasTex = false; _textureStep = 1.0; for (int a = 0; a < MAX_MTEX; a++) { @@ -728,8 +727,7 @@ StrokeRep::StrokeRep(Stroke *iStroke) { _stroke = iStroke; _strokeType = iStroke->getMediumType(); - _lineStyle = iStroke->getLineStyle(); - _useShadingNodes = iStroke->useShadingNodes(); + _nodeTree = iStroke->getNodeTree(); _hasTex = iStroke->hasTex(); _textureId = iStroke->getTextureId(); _textureStep = iStroke->getTextureStep(); @@ -764,8 +762,7 @@ StrokeRep::StrokeRep(const StrokeRep& iBrother) _strokeType = iBrother._strokeType; _textureId = iBrother._textureId; _textureStep = iBrother._textureStep; - _lineStyle = iBrother._lineStyle; - _useShadingNodes = iBrother._useShadingNodes; + _nodeTree = iBrother._nodeTree; _hasTex = iBrother._hasTex; for (int a = 0; a < MAX_MTEX; a++) { if (iBrother._mtex[a]) { |