forked from bartvdbraak/blender
Fix #29160: material node "Texture" didn't use default texture coordinates
anymore when nothing was connected to the socket.
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@ -51,6 +51,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
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if(data && node->id) {
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if(data && node->id) {
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ShadeInput *shi= ((ShaderCallData *)data)->shi;
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ShadeInput *shi= ((ShaderCallData *)data)->shi;
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TexResult texres;
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TexResult texres;
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bNodeSocket *sock_vector= node->inputs.first;
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float vec[3], nor[3]={0.0f, 0.0f, 0.0f};
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float vec[3], nor[3]={0.0f, 0.0f, 0.0f};
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int retval;
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int retval;
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short which_output = node->custom1;
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short which_output = node->custom1;
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@ -63,7 +64,8 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
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texres.nor= nor;
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texres.nor= nor;
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texres.tr= texres.tg= texres.tb= 0.0f;
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texres.tr= texres.tg= texres.tb= 0.0f;
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if(in[0]->hasinput) {
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/* don't use in[0]->hasinput, see material node for explanation */
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if(sock_vector->link) {
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nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
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nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
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if(in[0]->datatype==NS_OSA_VECTORS) {
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if(in[0]->datatype==NS_OSA_VECTORS) {
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