More compositing goodies.

- Texture Node
Allows to use any Blender Texture block as input for masks or color
blending. The texture node doesn't generate a real image, but adjusts to
the size as mapped with during an operation. So it won't work to use it
as Image input for Blur or Filter nodes.

Note; the Vector inputs for this node only work with manual input now!

- Translation Node
Give any image an offset in X or Y direction

For the Texture node to work, I needed to move the central 'pixel
processor' up one level... to allow differently sized images to merge
and allow 'procedural images' without size.

Temporal image of the day: http://www.blender.org/bf/rt.jpg
This commit is contained in:
2006-02-19 14:55:16 +00:00
parent f624730d26
commit 130c41c7ba
10 changed files with 365 additions and 293 deletions

View File

@@ -147,6 +147,7 @@
#include "BPY_extern.h"
#include "butspace.h"
#include "mydevice.h"
#include "blendef.h"
#include "datatoc.h"
@@ -5075,6 +5076,11 @@ void allqueue(unsigned short event, short val)
scrarea_queue_winredraw(sa);
}
break;
case RECALC_COMPOSITE:
if(sa->spacetype==SPACE_NODE) {
addqueue(sa->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
}
break;
case REDRAWANIM:
if ELEM6(sa->spacetype, SPACE_IPO, SPACE_SOUND, SPACE_TIME, SPACE_NLA, SPACE_ACTION, SPACE_SEQ) {
scrarea_queue_winredraw(sa);