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