fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter

This commit is contained in:
AzaezelX 2021-07-25 17:18:55 -05:00
parent 432d201569
commit 438e6cbb3c
10 changed files with 18 additions and 18 deletions

View file

@ -168,7 +168,7 @@ TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
{
mat = new TerrainMaterial();
mat->setInternalName( nameOrPath );
mat->mDiffuseMapName = nameOrPath;
mat->_setDiffuseMap(nameOrPath);
mat->registerObject();
Sim::getRootGroup()->addObject( mat );
return mat;
@ -183,11 +183,11 @@ TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
// fallback here just in case it gets "lost".
mat = new TerrainMaterial();
mat->setInternalName( "warning_material" );
mat->mDiffuseMapName = GFXTextureManager::getWarningTexturePath();
mat->_setDiffuseMap(GFXTextureManager::getWarningTexturePath());
mat->mDiffuseSize = 500;
mat->mDiffuseMapName = GFXTextureManager::getWarningTexturePath();
mat->_setDetailMap(StringTable->EmptyString());
mat->mDetailSize = 5;
mat->mDiffuseMapName = GFXTextureManager::getWarningTexturePath();
mat->_setMacroMap(StringTable->EmptyString());
mat->mMacroSize = 200;
mat->registerObject();