effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
26 lines
827 B
Python
26 lines
827 B
Python
#!/usr/bin/python
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Import ('env')
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sources = env.Glob('*.c')
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incs = '../include ../../blenfont ../../blenlib ../../blenkernel ../../makesdna ../../makesrna ../../imbuf'
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incs += ' ../../nodes ../../render/extern/include ../../blenloader ../../gpu'
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incs += ' ../../windowmanager #intern/guardedalloc #extern/glew/include'
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defs = []
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cf = []
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if env['OURPLATFORM'] in ('win32-vc', 'win64-vc'):
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#cf.append('/WX')
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pass
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if env['CC'] == 'gcc':
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#cf.append('-Werror')
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pass
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if env['OURPLATFORM'] == 'linux':
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cflags='-pthread'
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incs += ' ../../../extern/binreloc/include'
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if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc'):
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incs += ' ' + env['BF_PTHREADS_INC']
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env.BlenderLib ( 'bf_editors_space_node', sources, Split(incs), defs, libtype=['core'], priority=[55], compileflags=cf )
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