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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/nodes/intern/TEX_util.h
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/nodes/intern/TEX_util.h')
-rw-r--r--source/blender/nodes/intern/TEX_util.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/nodes/intern/TEX_util.h b/source/blender/nodes/intern/TEX_util.h
index 9203b950364..e560aa57921 100644
--- a/source/blender/nodes/intern/TEX_util.h
+++ b/source/blender/nodes/intern/TEX_util.h
@@ -74,6 +74,7 @@ typedef struct TexCallData {
char do_preview;
short thread;
short which_output;
+ int cfra;
} TexCallData;
typedef void(*TexFn) (float *out, float *coord, bNode *node, bNodeStack **in, short thread);
@@ -95,6 +96,6 @@ void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn);
void tex_do_preview(bNode *node, bNodeStack *ns, TexCallData *cdata);
void ntreeTexUpdatePreviews( bNodeTree* nodetree );
-void ntreeTexExecTree(bNodeTree *nodes, TexResult *texres, float *coord, char do_preview, short thread, struct Tex *tex, short which_output);
+void ntreeTexExecTree(bNodeTree *nodes, TexResult *texres, float *coord, char do_preview, short thread, struct Tex *tex, short which_output, int cfra);
#endif