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authorThomas Dinges <blender@dingto.org>2013-05-22 00:21:46 +0400
committerThomas Dinges <blender@dingto.org>2013-05-22 00:21:46 +0400
commit07ee0e6f7db72c93040a6c78d543657e12e60864 (patch)
treef6de1e2ce03629437681db0759d4c5e3a924a2bf /source/blender/nodes/shader/nodes/node_shader_valToRgb.c
parent6a290d8e2ac2e23be10dddf086a103df7343a6ed (diff)
Shader Nodes:
* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore. * Don't show Script Category for Blender Internal nodes.
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_valToRgb.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_valToRgb.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
index 0905b45505e..9bee55018c7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
@@ -78,8 +78,8 @@ void register_node_type_sh_valtorgb(void)
sh_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTOR, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_valtorgb_in, sh_node_valtorgb_out);
- node_type_size(&ntype, 240, 200, 300);
node_type_init(&ntype, node_shader_init_valtorgb);
+ node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_valtorgb);
node_type_gpu(&ntype, gpu_shader_valtorgb);
@@ -119,7 +119,6 @@ void register_node_type_sh_rgbtobw(void)
sh_node_type_base(&ntype, SH_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_rgbtobw_in, sh_node_rgbtobw_out);
- node_type_size(&ntype, 80, 40, 120);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_rgbtobw);
node_type_gpu(&ntype, gpu_shader_rgbtobw);