Looks good to me, tested it with a bunch of different setups and it seems to handle it all fine, even the blender internal texture/material nodes which seem to break on every change here :) The code looks ok to me too, did not find anything to comment on.
On Thu, May 16, 2013 at 3:40 PM, Bastien Montagne <[email protected]> wrote: > Hi devs, > > The goal of this patch ( http://www.pasteall.org/42290/diff ) is to > address the somewhat weak handling of stackless textures in Blender with > default (BI) renderer. To do so, it's defining an "other" texture > context, and when in this one, it switches to using the "new shading" > texture handling already known with Cycles engine. > > So now, in the new "other" tex context, you can (depending on active > data) have direct access to modifiers', force's or brushes' textures... > > I also refactored a bit how texture contexts are handled (once again, we > had some quite similar code in both space_buttons and RNA sources). This > should also solve some harmless glitches like "no texture context > selected in UI" sometimes when you remove data related to current > texture (see e.g. after removing the material from default cube, in > startup scene). > > This usage of two different systems for textures, and the handling of > switches between them, has been a bit tricky to get working right, but > it is OK now I think. I also had to add a bool flag to buttons space, > SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which > indicates "new shading" texture code whether it has to ignore materials, > lamps etc. (BI) or not (Cycles). > > Btw, pinned textures from modifiers/force/etc. were also broken (showing > nothing), now it should work too. > > Best regards, > Bastien > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
