From 8fa55d95e43392a0e7925e1327e86220a33b4394 Mon Sep 17 00:00:00 2001 From: Antony Riakiotakis Date: Mon, 24 Nov 2014 17:18:56 +0100 Subject: World background working on cycle nodes. This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also --- source/blender/gpu/intern/gpu_codegen.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/gpu/intern/gpu_codegen.h') diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h index 69213925931..a0698235db6 100644 --- a/source/blender/gpu/intern/gpu_codegen.h +++ b/source/blender/gpu/intern/gpu_codegen.h @@ -175,7 +175,7 @@ struct GPUPass { typedef struct GPUPass GPUPass; GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink, - struct GPUVertexAttribs *attribs, int *builtin, const char *name); + struct GPUVertexAttribs *attribs, int *builtin, int type, const char *name); struct GPUShader *GPU_pass_shader(GPUPass *pass); -- cgit v1.2.3