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authorAntony Riakiotakis <kalast@gmail.com>2014-07-21 14:02:05 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-07-21 14:02:05 +0400
commitf745564e4ee791e4faf804b09ce975b882f4f8d9 (patch)
tree90ebbe363ccd925cedc652c9bb018ce552b5a2ab /source/blender/makesdna/DNA_material_types.h
parent8489b94e07f9e73bd3c9c3e4f6a91f1f0a259827 (diff)
GSOC 2013 paint
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
Diffstat (limited to 'source/blender/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h15
1 files changed, 14 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 5fda38f52a1..02d1103c08e 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -41,6 +41,7 @@
#endif
struct MTex;
+struct Image;
struct ColorBand;
struct Group;
struct bNodeTree;
@@ -82,6 +83,11 @@ typedef struct GameSettings {
int pad1;
} GameSettings;
+typedef struct TexPaintSlot {
+ struct Image *ima; /* image to be painted on */
+ char uvname[64]; /* customdata index for uv layer, MAX_NAME*/
+} TexPaintSlot;
+
typedef struct Material {
ID id;
struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
@@ -182,8 +188,15 @@ typedef struct Material {
float line_col[4];
short line_priority;
short vcol_alpha;
- int pad4;
+ /* texture painting */
+ short paint_active_slot;
+ short paint_clone_slot;
+ short tot_slots;
+ short pad4[3];
+
+ struct TexPaintSlot *texpaintslot; /* cached slot for painting. Make sure to recalculate before use
+ * with refresh_texpaint_image_cache */
ListBase gpumaterial; /* runtime */
} Material;