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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-01-20 23:29:05 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-01-20 23:31:10 +0400
commitfc3be511f07a8107da5f9b0c8778d16295ced7cb (patch)
tree7e95bc322da1678294ba1cda3c73c1cc6f495993 /source/blender/nodes
parent04f81c8225f28ba9722cc06dc7f2d8a4d72a3fa3 (diff)
Fix T37978: cycles nodes with multiple Material Output nodes not predictable.
Now it uses the last activated node like compositing does. This should have no effect on existing files until you activate another output node there.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/NOD_static_types.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 260323d368c..f7f7118822f 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -40,7 +40,7 @@ DefNode( Node, NODE_GROUP_INPUT, def_group_input, "GROUP
DefNode( Node, NODE_GROUP_OUTPUT, def_group_output, "GROUP_OUTPUT", GroupOutput, "Group Output", "" )
DefNode( Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "" )
-DefNode( ShaderNode, SH_NODE_OUTPUT, 0, "OUTPUT", Output, "Output", "" )
+DefNode( ShaderNode, SH_NODE_OUTPUT, def_sh_output, "OUTPUT", Output, "Output", "" )
DefNode( ShaderNode, SH_NODE_MATERIAL, def_sh_material, "MATERIAL", Material, "Material", "" )
DefNode( ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
DefNode( ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "" )
@@ -66,9 +66,9 @@ DefNode( ShaderNode, SH_NODE_SEPRGB, 0, "SEPRG
DefNode( ShaderNode, SH_NODE_COMBRGB, 0, "COMBRGB", CombineRGB, "Combine RGB", "" )
DefNode( ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue/Saturation", "" )
-DefNode( ShaderNode, SH_NODE_OUTPUT_MATERIAL, 0, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" )
-DefNode( ShaderNode, SH_NODE_OUTPUT_LAMP, 0, "OUTPUT_LAMP", OutputLamp, "Lamp Output", "" )
-DefNode( ShaderNode, SH_NODE_OUTPUT_WORLD, 0, "OUTPUT_WORLD", OutputWorld, "World Output", "" )
+DefNode( ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" )
+DefNode( ShaderNode, SH_NODE_OUTPUT_LAMP, def_sh_output, "OUTPUT_LAMP", OutputLamp, "Lamp Output", "" )
+DefNode( ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "" )
DefNode( ShaderNode, SH_NODE_FRESNEL, 0, "FRESNEL", Fresnel, "Fresnel", "" )
DefNode( ShaderNode, SH_NODE_LAYER_WEIGHT, 0, "LAYER_WEIGHT", LayerWeight, "Layer Weight", "" )
DefNode( ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "" )