forked from blender/blender
MaterialX: make caching image in MaterialX independent from bf_usd
project
#31
@ -140,12 +140,13 @@ NODE_SHADER_MATERIALX_BEGIN
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}
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NodeTexEnvironment *tex_env = static_cast<NodeTexEnvironment *>(node_->storage);
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Scene *scene = DEG_get_input_scene(depsgraph_);
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Main *bmain = DEG_get_bmain(depsgraph_);
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std::string image_path = export_image_fn_ ?
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export_image_fn_(bmain, scene, image, &tex_env->iuser) :
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image->id.name;
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std::string image_path = image->id.name;
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if (export_image_fn_) {
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Scene *scene = DEG_get_input_scene(depsgraph_);
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Main *bmain = DEG_get_bmain(depsgraph_);
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image_path = export_image_fn_(bmain, scene, image, &tex_env->iuser);
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}
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
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if (!vector) {
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@ -189,12 +189,13 @@ NODE_SHADER_MATERIALX_BEGIN
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Image *image = (Image *)node_->id;
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if (image) {
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NodeTexImage *tex_image = static_cast<NodeTexImage *>(node_->storage);
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Scene *scene = DEG_get_input_scene(depsgraph_);
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Main *bmain = DEG_get_bmain(depsgraph_);
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std::string image_path = export_image_fn_ ?
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export_image_fn_(bmain, scene, image, &tex_image->iuser) :
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image->id.name;
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std::string image_path = image->id.name;
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if (export_image_fn_) {
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Scene *scene = DEG_get_input_scene(depsgraph_);
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Main *bmain = DEG_get_bmain(depsgraph_);
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image_path = export_image_fn_(bmain, scene, image, &tex_image->iuser);
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}
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
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if (!vector) {
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