Disabled commit that was rendering Blender Internal for Cycles nodes.
Apparently Material nodes allow a mix of Cycles and BI Materials. Nifty! I should read more docs, like this cool tutorial: http://urchn.org/post/combining-blender-internal-and-cycles-in-one-render
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@@ -702,19 +702,6 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
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if (node->flag & NODE_MUTED)
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UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
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/* debug info: using wrong shaders in wrong context */
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if (ntree->type == NTREE_SHADER) {
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if (snode->flag & SNODE_NEW_SHADERS) {
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if (node->typeinfo->compatibility == NODE_OLD_SHADING)
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UI_ThemeColor(TH_REDALERT);
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}
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else {
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if (node->typeinfo->compatibility == NODE_NEW_SHADING)
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UI_ThemeColor(TH_REDALERT);
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}
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}
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#ifdef WITH_COMPOSITOR
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if (ntree->type == NTREE_COMPOSIT && (snode->flag & SNODE_SHOW_HIGHLIGHT)) {
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@@ -305,8 +305,8 @@ int ntreeExecThreadNodes(bNodeTreeExec *exec, bNodeThreadStack *nts, void *calle
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* If the mute func is not set, assume the node should never be muted,
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* and hence execute it!
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*/
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if (node->typeinfo->compatibility == NODE_NEW_SHADING)
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return 0;
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// if (node->typeinfo->compatibility == NODE_NEW_SHADING)
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// return 0;
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if (node->typeinfo->execfunc)
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node->typeinfo->execfunc(callerdata, node, nsin, nsout);
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else if (node->typeinfo->newexecfunc)
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