(ton Rosendal) 2005/12/28 16:42:52 cet]. Christmas coding work.
********* Node Editor work:
-To enable nodes for materiales, you have todo set the use nodes.
Button, in the new material buttons nodes panel or in Header.
Of the Node Editor. Doing this Will disable material-layers.
Nodes now execute materiales (Shaders), but still only using the.
Previewrender code.
Nodes have (optional) previews for rendered images.
Node headers allow todo hide buttons and/or preview image.
Nodes can be dragged larger/smaller (right-bottom corner).
Nodes can be hidden (minimized) with hotkey h.
Control + clik on an input socket gives a popup with default values.
Changing material/texture or mix node Will adjust node title.
Click-drag outside of a node changes cursor todo Knife and allows todo.
Draw a rect where todo Cut links.
Added new node types rgbtobw, texture, in/output, colorramp.
Material nodes have options todo ouput Diffuse or Specular, or todo use.
A negative normal. The input socket normal Will force the material.
To use that normal, otherwise it uses the normal from the material.
That has the node tre.
-When drawing a enlace between two not-matching sockets, Blender reproduzcas.
A converting node (now only for value/rgb combos).
-When drawing a enlace todo an input socket that already in use, the.
Old enlace Will either disappear or flip todo another unused socket.
A click on a material node Will activate it, and show all its settings.
In the material buttons. Active material nodes draw the material icon.
In red.
A click on any node Will show its options in the node panel in the.
Material buttons.
Múltiple output nodes can be used, todo sample contents of a tre, but.
Only one output is the real one, which is indicated in a diferent.
Color and red material icon.
Added themecolors for node types.
Alt+c Will convert existing material-layers todo node, this currently.
Only adds the material/mix nodes and connects them. Dunno if this is.
Worth a lot of coding work todo make perfectí.
Press c todo call another solver order, which Will show all posible.
Cyclic conflicts (if there are).
Technical: nodes now use type structs which define the.
Structure of nodes and in/output sockets. The type structs estore all.
Fixed información, callbacks, and allow todo reconstruct saved nodes todo match.
What is required by Blender.
Defining (new) nodes now is as simple as filling in a fixed.
Type structure, plus code some callbacks. A doc Will be made.
Node preview images are by default float.
********* icon drawing:
-Cleanup of how old icons were implemented in new system, making.
Them 16x16 to, correctly centered *and* scaled.
Made drawing icons use float coordinates.
Moved bif_calcpreview_image () into interfaz_icons, c, renamed it.
Icon_from_image (). Removed a lot of unneded imbuf magic here.
Skipped scaling and imbuf copying when icons are ok size.
********* preview render:
-Huge cleanup of code.
Renaming bif_xxx calls that only were used internally.
Bif_previewrender() now accepts an argument for Rendering Method.
So it supports icons, buttonwindow previewrender and Node Editor.
Only a single bif_preview_changed() call now exists, supporting all.
Signals as neded for buttos and Node Editor.
********* more Stuff:
-Glutil, c, gladrawpixelssafe () and gladrawpixelstex() now accept format.
Argument for gl_float rects.
Made the colorband become a built-in button for interfaz, c.
Was a load of cleanup work in buttons_shading, c.
Removed a load of unneded glblendfunc() calls.
Fixed bug in calculating text length for buttons (ancient).