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authorAlexander Romanov <a.romanov@blend4web.com>2016-04-26 11:43:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-04-26 13:43:29 +0300
commit5abae51a6ef5b0f1b817ef5ce4bff34fef5001cd (patch)
treeca6d8f3595fd596fe978e4ad69a29bbc647be121 /source/blender/render/intern/include/render_types.h
parent98babfa2b86f768ebc0cff6c0d8ec34e18afd2af (diff)
Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
Diffstat (limited to 'source/blender/render/intern/include/render_types.h')
-rw-r--r--source/blender/render/intern/include/render_types.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index cef3a073084..6de5da3795a 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -334,6 +334,8 @@ typedef struct ObjectRen {
char (*mcol)[MAX_CUSTOMDATA_LAYER_NAME];
int actmtface, actmcol, bakemtface;
+ char tangent_mask; /* which tangent layer should be calculated */
+
float obmat[4][4]; /* only used in convertblender.c, for instancing */
/* used on makeraytree */