Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
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@@ -183,6 +183,7 @@ typedef struct ShadeInput
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/* node shaders... */
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struct Tex;
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int multitex_ext(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
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int multitex_thread(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres, short thread, short which_output);
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/* shaded view and bake */
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struct Render;
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