Age | Commit message (Collapse) | Author |
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and main context pointers in the node template, used by file output node. Also the file output node itself now works in case of scene==NULL (might happen in some contexts).
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else if's
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nodes and relinking inputs, to avoid double links on inputs.
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(group node without internal node tree). This is a somewhat unusual case (UI buttons don't allow unlinking group tree), but not entirely forbidden.
Also fixed similar issue in node_templates.c where the group tree is used to generate a button name.
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also have doxygen ignore *.py files and fix some warnings.
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The structs stored in the anonymous void *default_value in bNodeSocket are now handled completely inside node_socket.c. All allocation/freeing/duplicating for this has been replaced by the appropriate calls to generic API functions (declared in NOD_socket.h).
This will make the default value handling more reliable for future node socket code. Group socket copying and value conversion has also been moved into the generic socket API file.
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template for ntreeAddNode needs not only the node group pointer but also the NODE_GROUP id for the base type.
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This way, we will be able to use it in non-UI parts of the code too.
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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
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to be used by cycles. For testing there's a panel in the node editor if you set
debug to 777, didn't enable it because I'm not sure it's very useful there.
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