From 2d934032ea96576d6d0325495c341c0e28d9f39f Mon Sep 17 00:00:00 2001 From: Areloch Date: Thu, 7 Jul 2016 00:52:57 -0500 Subject: [PATCH] Adds a check so if we're trying to hit a named target, it doesn't spam the console with errors about not finding the diffuse texture. --- Engine/source/materials/processedMaterial.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Engine/source/materials/processedMaterial.cpp b/Engine/source/materials/processedMaterial.cpp index 00a3b8ec2..b013ee45b 100644 --- a/Engine/source/materials/processedMaterial.cpp +++ b/Engine/source/materials/processedMaterial.cpp @@ -392,7 +392,10 @@ void ProcessedMaterial::_setStageData() mStages[i].setTex( MFT_DiffuseMap, _createTexture( mMaterial->mDiffuseMapFilename[i], &GFXDefaultStaticDiffuseProfile ) ); if (!mStages[i].getTex( MFT_DiffuseMap )) { - mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i); + //If we start with a #, we're probably actually attempting to hit a named target and it may not get a hit on the first pass. So we'll + //pass on the error rather than spamming the console + if (!mMaterial->mDiffuseMapFilename[i].startsWith("#")) + mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i); // Load a debug texture to make it clear to the user // that the texture for this stage was missing.