nodevalue: begin abstracting qvariant

This commit is contained in:
itsmattkc
2022-05-09 13:07:34 -07:00
parent 839f63d78f
commit 58c4600d04
36 changed files with 235 additions and 229 deletions
+2 -2
View File
@@ -82,9 +82,9 @@ void FlipDistortNode::Value(const NodeValueRow &value, const NodeGlobals &global
job.InsertValue(value);
// If there's no texture, no need to run an operation
if (!job.GetValue(kTextureInput).data().isNull()) {
if (job.GetValue(kTextureInput).toTexture()) {
// Only run shader if at least one of flip or flop are selected
if (job.GetValue(kHorizontalInput).data().toBool() || job.GetValue(kVerticalInput).data().toBool()) {
if (job.GetValue(kHorizontalInput).toBool() || job.GetValue(kVerticalInput).toBool()) {
table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
} else {
// If we're not flipping or flopping just push the texture