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authorClément Foucault <foucault.clem@gmail.com>2017-05-01 19:09:50 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-01 19:11:21 +0300
commit62ea911e1a22d2a717c225ea1bbd130ac5c367bf (patch)
tree567bc7e5a352749c05df88937d79815a7ff86f92 /source/blender/gpu/GPU_material.h
parent19f86a3d5f7f1f8267fef480604c39cf53c491fd (diff)
GPUMaterial: Making material node tree compatible with new drawmanager.
- code_generate_fragment : Making sure that shaders uses the new uniforms. - code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c). - add support for ramp textures.
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 31785a0121f..4345a31839a 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -220,7 +220,7 @@ GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo);
GPUMaterial *GPU_material_from_nodetree(
- struct bNodeTree *ntree, struct ListBase *gpumaterials, void *engine_type, int options,
+ struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, void *engine_type, int options,
const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines);
GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv);