diff options
author | Ton Roosendaal <ton@blender.org> | 2008-11-12 22:03:50 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2008-11-12 22:03:50 +0300 |
commit | 8030cb03fd41673b7d687128782a0e21417baaea (patch) | |
tree | b2e25d9a91ecf3713c45a4263f88a934e973e593 /source/blender/nodes/intern/SHD_util.c | |
parent | 3fd3a13efc81ce3eafadd5ab31a154bbc25d6e58 (diff) |
Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
Diffstat (limited to 'source/blender/nodes/intern/SHD_util.c')
-rw-r--r-- | source/blender/nodes/intern/SHD_util.c | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/nodes/intern/SHD_util.c b/source/blender/nodes/intern/SHD_util.c index f673834d2b7..b5e82db8a93 100644 --- a/source/blender/nodes/intern/SHD_util.c +++ b/source/blender/nodes/intern/SHD_util.c @@ -82,6 +82,7 @@ void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr) /* convert caller data to struct */ scd.shi= shi; scd.shr= shr; + /* each material node has own local shaderesult, with optional copying */ memset(shr, 0, sizeof(ShadeResult)); |