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https://github.com/TorqueGameEngines/Torque3D.git
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cleanup strays
handle clearing composite input textures we no longer have a material value labeled emissive.
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@ -80,9 +80,7 @@ bool GFXTexHandle::set(const String &texNameR, const String &texNameG, const Str
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// Clear the existing texture first, so that
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// its memory is free for the new allocation.
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free();
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// Create and set the new texture.
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AssertFatal( texNameR.isNotEmpty(), "Texture name is empty" );
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StrongObjectRef::set( TEXMGR->createCompositeTexture( texNameR, texNameG, texNameB, texNameA, inputKey, profile ) );
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#ifdef TORQUE_DEBUG
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@ -172,6 +172,7 @@ bool ProcessedMaterial::stepInstance()
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String ProcessedMaterial::_getTexturePath(const String& filename)
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{
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if (filename.isEmpty()) return filename;
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// if '/', then path is specified, use it.
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if( filename.find('/') != String::NPos )
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{
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@ -1210,7 +1210,6 @@ function MaterialEditorGui::guiSync( %this, %material )
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MaterialEditorPropertiesWindow-->glowMulTextEdit.setText((%material).glowMul[%layer]);
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MaterialEditorPropertiesWindow-->glowMulSlider.setValue((%material).glowMul[%layer]);
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MaterialEditorPropertiesWindow-->glowCheckbox.setValue((%material).glow[%layer]);
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MaterialEditorPropertiesWindow-->emissiveCheckbox.setValue((%material).emissive[%layer]);
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MaterialEditorPropertiesWindow-->receiveShadowsCheckbox.setValue((%material).receiveShadows[%layer]);
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MaterialEditorPropertiesWindow-->ignoreLightingCheckbox.setValue((%material).ignoreLighting[%layer]);
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MaterialEditorPropertiesWindow-->parallaxTextEdit.setText((%material).parallaxScale[%layer]);
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