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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-02-16 18:45:19 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-02-16 18:45:19 +0300
commitbd638da9a0bbd057b72164eed6583888380490ed (patch)
tree90c535062d48f73329b4597920877964e3c3b97a /source/blender/nodes/intern/TEX_nodes/TEX_translate.c
parent768f20d537967ada2c5e71c05b027533959bdc91 (diff)
Texture Nodes:
* Remove the manual OSA method but rather pass on derivatives to the textures. This means that at the moment e.g. the bricks node is not antialiased, but that image textures are now using mipmaps. Doing oversampling on the whole nodetree is convenient but it is really the individual textures that can do filtering best and quickest. * Image textures in a texture node tree were not color corrected and did not support 2d mapping, now it's passing along shadeinput to make this possible. Would like to avoid this but not sure how. * Fix preview not filling in all pixels when scaling or rotating in the texture nodes.
Diffstat (limited to 'source/blender/nodes/intern/TEX_nodes/TEX_translate.c')
-rw-r--r--source/blender/nodes/intern/TEX_nodes/TEX_translate.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/nodes/intern/TEX_nodes/TEX_translate.c b/source/blender/nodes/intern/TEX_nodes/TEX_translate.c
index df555f794f4..a823338faf9 100644
--- a/source/blender/nodes/intern/TEX_nodes/TEX_translate.c
+++ b/source/blender/nodes/intern/TEX_nodes/TEX_translate.c
@@ -42,15 +42,15 @@ static bNodeSocketType outputs[]= {
static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
{
- float offset[3], new_coord[3];
+ float offset[3], new_co[3];
TexParams np = *p;
- np.coord = new_coord;
+ np.co = new_co;
tex_input_vec(offset, in[1], p, thread);
- new_coord[0] = p->coord[0] + offset[0];
- new_coord[1] = p->coord[1] + offset[1];
- new_coord[2] = p->coord[2] + offset[2];
+ new_co[0] = p->co[0] + offset[0];
+ new_co[1] = p->co[1] + offset[1];
+ new_co[2] = p->co[2] + offset[2];
tex_input_rgba(out, in[0], &np, thread);
}