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.

This commit is contained in:
Areloch 2016-07-07 00:52:57 -05:00
parent 702e63cb0c
commit 2d934032ea

View file

@ -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.