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authorHans Goudey <h.goudey@me.com>2021-03-22 18:58:46 +0300
committerHans Goudey <h.goudey@me.com>2021-03-22 18:58:46 +0300
commit23d2174d6bc40f4426ece2cb5627fc78ea9cf2fa (patch)
tree5e4c8879f51e1072b00b4913f5fae67ad6a7a75a /source/blender/nodes/geometry/node_geometry_util.hh
parent2d1120c1718da183a4178bec9d3d999ef7ac827f (diff)
Geometry Nodes: Remove location and rotation from mesh primitives
Following some discussion among the geometry nodes team, it was decided that keeping the primitive nodes simpler and requiring a separate transform node to move the generated geometry from the origin would be better. - It's more consistent with the current general idea of "building block nodes" - It makes more sense for the future when it will be possible to use instancing to control the transforms. - It reduces UI clutter when the controls are not necessary.
Diffstat (limited to 'source/blender/nodes/geometry/node_geometry_util.hh')
-rw-r--r--source/blender/nodes/geometry/node_geometry_util.hh4
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/nodes/geometry/node_geometry_util.hh b/source/blender/nodes/geometry/node_geometry_util.hh
index 8eac8bc0a20..fb80bd08797 100644
--- a/source/blender/nodes/geometry/node_geometry_util.hh
+++ b/source/blender/nodes/geometry/node_geometry_util.hh
@@ -52,9 +52,7 @@ void transform_mesh(Mesh *mesh,
const float3 rotation,
const float3 scale);
-Mesh *create_cylinder_or_cone_mesh(const float3 location,
- const float3 rotation,
- const float radius_top,
+Mesh *create_cylinder_or_cone_mesh(const float radius_top,
const float radius_bottom,
const float depth,
const int verts_num,