diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-08 17:07:16 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-08 17:07:16 +0400 |
commit | 28ee0f92184af8ba6f44d08eda23ce5eb3815697 (patch) | |
tree | 6aada8d509c7470bd3bff6e52ba32e1fd54ef2ee /source/blender/nodes | |
parent | 19df3147f6920a2856bccb6e4601d57288119999 (diff) |
Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short:
* No longer uses images assigned to faces in the uv layer, rather the active
image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
the texture tab in the properties editor. These do not use new shading nodes
yet.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
Diffstat (limited to 'source/blender/nodes')
-rw-r--r-- | source/blender/nodes/shader/node_shader_util.c | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c index ebcef97404d..dcfdb97f91a 100644 --- a/source/blender/nodes/shader/node_shader_util.c +++ b/source/blender/nodes/shader/node_shader_util.c @@ -242,6 +242,29 @@ static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNode node_data_from_gpu_stack(ns[i], &gs[i]); } +bNode *nodeGetActiveTexture(bNodeTree *ntree) +{ + /* this is the node we texture paint and draw in textured draw */ + bNode *node; + + if(!ntree) + return NULL; + + /* check for group edit */ + for(node= ntree->nodes.first; node; node= node->next) + if(node->flag & NODE_GROUP_EDIT) + break; + + if(node) + ntree= (bNodeTree*)node->id; + + for(node= ntree->nodes.first; node; node= node->next) + if(node->flag & NODE_ACTIVE_TEXTURE) + return node; + + return NULL; +} + void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs) { bNodeExec *nodeexec; |