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Diffstat (limited to 'source/blender/io/usd/intern/usd_reader_material.cc')
-rw-r--r--source/blender/io/usd/intern/usd_reader_material.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/io/usd/intern/usd_reader_material.cc b/source/blender/io/usd/intern/usd_reader_material.cc
index 0a2f487f9c9..a99e65f5792 100644
--- a/source/blender/io/usd/intern/usd_reader_material.cc
+++ b/source/blender/io/usd/intern/usd_reader_material.cc
@@ -260,7 +260,7 @@ Material *USDMaterialReader::add_material(const pxr::UsdShadeMaterial &usd_mater
return nullptr;
}
- std::string mtl_name = usd_material.GetPrim().GetName().GetString().c_str();
+ std::string mtl_name = usd_material.GetPrim().GetName().GetString();
/* Create the material. */
Material *mtl = BKE_material_add(bmain_, mtl_name.c_str());
@@ -293,12 +293,12 @@ void USDMaterialReader::import_usd_preview(Material *mtl,
* and output shaders. */
/* Add the node tree. */
- bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", "ShaderNodeTree");
+ bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", "ShaderNodeTree");
mtl->nodetree = ntree;
mtl->use_nodes = true;
/* Create the Principled BSDF shader node. */
- bNode *principled = add_node(NULL, ntree, SH_NODE_BSDF_PRINCIPLED, 0.0f, 300.0f);
+ bNode *principled = add_node(nullptr, ntree, SH_NODE_BSDF_PRINCIPLED, 0.0f, 300.0f);
if (!principled) {
std::cerr << "ERROR: Couldn't create SH_NODE_BSDF_PRINCIPLED node for USD shader "
@@ -307,7 +307,7 @@ void USDMaterialReader::import_usd_preview(Material *mtl,
}
/* Create the material output node. */
- bNode *output = add_node(NULL, ntree, SH_NODE_OUTPUT_MATERIAL, 300.0f, 300.0f);
+ bNode *output = add_node(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL, 300.0f, 300.0f);
if (!output) {
std::cerr << "ERROR: Couldn't create SH_NODE_OUTPUT_MATERIAL node for USD shader "
@@ -513,7 +513,7 @@ void USDMaterialReader::follow_connection(const pxr::UsdShadeInput &usd_input,
float locy = 0.0f;
compute_node_loc(column + 1, locx, locy, r_ctx);
- bNode *normal_map = add_node(NULL, ntree, SH_NODE_NORMAL_MAP, locx, locy);
+ bNode *normal_map = add_node(nullptr, ntree, SH_NODE_NORMAL_MAP, locx, locy);
// Currently, the Normal Map node has Tangent Space as the default,
// which is what we need, so we don't need to explicitly set it.
@@ -553,7 +553,7 @@ void USDMaterialReader::convert_usd_uv_texture(const pxr::UsdShadeShader &usd_sh
compute_node_loc(column, locx, locy, r_ctx);
// Create the Texture Image node.
- bNode *tex_image = add_node(NULL, ntree, SH_NODE_TEX_IMAGE, locx, locy);
+ bNode *tex_image = add_node(nullptr, ntree, SH_NODE_TEX_IMAGE, locx, locy);
if (!tex_image) {
std::cerr << "ERROR: Couldn't create SH_NODE_TEX_IMAGE for node input " << dest_socket_name
@@ -658,7 +658,7 @@ void USDMaterialReader::convert_usd_primvar_reader_float2(
compute_node_loc(column, locx, locy, r_ctx);
// Create the UV Map node.
- bNode *uv_map = add_node(NULL, ntree, SH_NODE_UVMAP, locx, locy);
+ bNode *uv_map = add_node(nullptr, ntree, SH_NODE_UVMAP, locx, locy);
if (!uv_map) {
std::cerr << "ERROR: Couldn't create SH_NODE_UVMAP for node input " << dest_socket_name