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authorBastien Montagne <montagne29@wanadoo.fr>2019-08-22 17:00:59 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2019-08-22 17:07:36 +0300
commite6f3d8b3e1158ebdc89ceae1de5ce7bc5c420f51 (patch)
tree197389a2268b472a19119fa3faf1f9ab1223240a /source/blender/freestyle
parenteae9b86297876d2172681e880fe2bcc8450a01ed (diff)
Revert "Fix T68971: Copy As New Driver from Material node creates a bad reference."
This reverts commits 54fd8176d7e91, 4c5becb6b1 and 8f578150e. Those kind of commits must be reviewed and approved by project owners. That one: * Broke Collada building by not properly updating all calls to modified function. * Broke *whole* ID management by not properly updating library_query.c. And in general, I am strongly against backward ID pointers, those are *always* a serious PITA for ID management. Sometimes they cannot be avoided, but in general other ways to get that kind of info should be investigated first.
Diffstat (limited to 'source/blender/freestyle')
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
index 38fff56b88d..984a2d01a68 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
@@ -252,7 +252,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
if (iNodeTree) {
// make a copy of linestyle->nodetree
- ntree = ntreeCopyTree_ex(iNodeTree, bmain, &ma->id, do_id_user);
+ ntree = ntreeCopyTree_ex(iNodeTree, bmain, do_id_user);
// find the active Output Line Style node
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
@@ -263,7 +263,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
}
}
else {
- ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree", &ma->id);
+ ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree");
}
ma->nodetree = ntree;
ma->use_nodes = 1;