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authorTon Roosendaal <ton@blender.org>2005-12-09 01:05:42 +0300
committerTon Roosendaal <ton@blender.org>2005-12-09 01:05:42 +0300
commitc492729b3a0d52ae01ee67e5ad92bdb02f6585df (patch)
tree4e83439d1aed0a943c0abe44ceaf8d9b72f8f7e2 /source/blender/makesdna
parent13d638c8b8975db9faccb50774e68b84cd0d132b (diff)
New feature: "Stress" texture input channel
(As usual movies disappears after while) Face example showing stress values on a blend. White is stretch, black is squeeze http://www.blender.org/bf/0001_0014.avi Quick test with softbody stretch http://www.blender.org/bf/0001_0100.avi Based on the difference of the "Orco" (original undeformed coordinate) and the actual render coordinate, a stress value is computed to make textures react to stretching or wrinking skin. The texture coordinate is neutral (0) on relaxed state. -1 is squeezed to zero, +1 is stretched to infinity. Note that scaling (object itself or parent) also will result in stress values. The reason for the huge commit is a cleanup in allocating memory for the vertices. These were growing too large with new options, so now it allocates the optional coordinates dynamically. Saves about 20 MB memory per 1M vertices already. But best of all is that I now can add much more fun... so tangents, here we come!
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r--source/blender/makesdna/DNA_material_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index bbe7d0f8125..ff2eb7194eb 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -221,6 +221,7 @@ typedef struct Material {
#define TEXCO_OPTIM 4096
/* stored in vertex->accum, 1 D */
#define TEXCO_STRAND 8192
+#define TEXCO_STRESS 16384
/* mapto */
#define MAP_COL 1