Orange: daily noodle updates;
- Texture Node: now displays 'intensity values' in node too, and has input, and shows in buttons when activated in Node editor. (no browsing buttons yet...) - New: "Normal Node". This uses a new UI button, which allows to quickly input a normal vector, based on spherical coordinates. The Normal Node has optional vector input, and delivers a dot product then. This can be used as a blending factor between nodes, or for fake extra light in a certain direction. - New: "Geometry Node". This actually replaces the Input node. It offers all coordinates (vectors) as being the starting point for shading and for textures. Note: for preview render this doesn't give much different results yet... this is the start for real render support! - http://www.blender.org/bf/rt5.jpg The two new nodes in action - Bugfix: the "Block" button (which delivers popups) did not return a correct event when nothing happened (mouse moved out), which could cause mouse clicks to be passed on to the queue.
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@@ -46,6 +46,7 @@
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#include "DNA_armature_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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@@ -67,6 +68,7 @@
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "BSE_drawipo.h"
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@@ -280,12 +282,22 @@ void buttons_active_id(ID **id, ID **idfrom)
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if(G.buts->texfrom==0) {
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if(ob && ob->type<OB_LAMP && ob->type) {
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bNode *node= NULL;
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ma= give_current_material(ob, ob->actcol);
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ma= get_active_matlayer(ma);
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*idfrom= (ID *)ma;
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if(ma) {
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mtex= ma->mtex[ ma->texact ];
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if(mtex) *id= (ID *)mtex->tex;
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if(ma && ma->use_nodes)
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node= nodeGetActiveID(ma->nodetree, ID_TE);
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if(node) {
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*idfrom= NULL;
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*id= node->id;
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}
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else {
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ma= get_active_matlayer(ma);
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*idfrom= (ID *)ma;
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if(ma) {
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mtex= ma->mtex[ ma->texact ];
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if(mtex) *id= (ID *)mtex->tex;
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}
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}
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}
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}
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