rename 'mask shape' to mask object, will make adding shape keys less confusing.

This commit is contained in:
2012-05-18 12:51:11 +00:00
parent 837eb6bb18
commit 2870366d72
13 changed files with 343 additions and 343 deletions

View File

@@ -58,7 +58,7 @@ static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
Mask *mask = (Mask *)node->id;
CompBuf *stackbuf;
RenderData *rd = data;
MaskShape *shape = mask->shapes.first;
MaskObject *maskobj = mask->maskobjs.first;
float *res;
int sx, sy;
@@ -84,9 +84,9 @@ static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
stackbuf = alloc_compbuf(sx, sy, CB_VAL, TRUE);
res = stackbuf->rect;
shape = mask->shapes.first;
while (shape) {
MaskSpline *spline = shape->splines.first;
maskobj = mask->maskobjs.first;
while (maskobj) {
MaskSpline *spline = maskobj->splines.first;
while (spline) {
float *diff_points;
@@ -123,7 +123,7 @@ static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
spline = spline->next;
}
shape = shape->next;
maskobj = maskobj->next;
}
/* pass on output and free */