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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-07-19 13:52:32 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-08-12 05:10:36 +0400
commit34c133a488bdd78a1bd5027e1dcc8c60da86d25a (patch)
tree6cc5822b6a0fc79b9d8ae0fdb75a3cebf6fa6080 /source/blender/freestyle/intern/stroke/StrokeRep.cpp
parentc38e80d6322b942fd2a893f4f294a919ed6e6b99 (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.cpp9
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]) {