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authorTon Roosendaal <ton@blender.org>2004-04-07 16:55:45 +0400
committerTon Roosendaal <ton@blender.org>2004-04-07 16:55:45 +0400
commit69f2ff45cb3419c4bdb4a6800aefffee64887f6a (patch)
tree6b168b9d3651e51d75bf0c86b6748a6190c03e69 /source
parentd748c8c38284c99f1b57923b4ce29d65c402c447 (diff)
bug fix 1064
Credits go to blendix! Well done! Reported were errors in using procedural textures on "Map input" UV type. It was due to un-initialized uv[2] members, which were actually still used by texture.c for some coord flip magic.
Diffstat (limited to 'source')
-rw-r--r--source/blender/render/intern/source/rendercore.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index d9044a08e3d..8c12ed47b48 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -2262,7 +2262,8 @@ void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, i
shi->uv[0]= -1.0 + 2.0*(l*uv3[0]-u*uv1[0]-v*uv2[0]);
shi->uv[1]= -1.0 + 2.0*(l*uv3[1]-u*uv1[1]-v*uv2[1]);
-
+ shi->uv[2]= 0.0; // texture.c assumes there are 3 coords
+
if(shi->osatex) {
float duv[2];
@@ -2293,6 +2294,7 @@ void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, i
else {
shi->uv[0]= 2.0*(u+.5);
shi->uv[1]= 2.0*(v+.5);
+ shi->uv[2]= 0.0; // texture.c assumes there are 3 coords
}
}
if(texco & TEXCO_NORM) {