You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
In the example below, the set menu only shows the sets from the Plane node, because the intermediate UnionFilter node is preventing the UI from realising the filter is also used by ShaderAssignment1.
It looks like there is some decent logic for dealing with this already in FilteredSceneProcessorUI.__selectAffected, so we should perhaps wrap that up so we can reuse it. Perhaps a SceneAlgo::affectedScenes( const FilterPlug * ) method to return all the scenes affected by a filter?
At the same time, we should probably give the __cameras and __lights sets nicer labels in the menu...
In the example below, the set menu only shows the sets from the Plane node, because the intermediate UnionFilter node is preventing the UI from realising the filter is also used by ShaderAssignment1.
It looks like there is some decent logic for dealing with this already in
FilteredSceneProcessorUI.__selectAffected
, so we should perhaps wrap that up so we can reuse it. Perhaps aSceneAlgo::affectedScenes( const FilterPlug * )
method to return all the scenes affected by a filter?At the same time, we should probably give the __cameras and __lights sets nicer labels in the menu...
The text was updated successfully, but these errors were encountered: