adress #221 crash surpress macromap

while shifitng loop in _initSamplerNames to use sgMaxTerrainMaterialsPerPass. if folks absolutely require thier projects to contain terrain macromaps, they can unrem

FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
   //samplerNames.push_back("$macrolayerTex");
and
      //samplerNames.push_back(avar("$macroMap%d", i));
as well as turn sgMaxTerrainMaterialsPerPass down to 2 entries on a given terrain subchunk before it requires another rerender of the terrain blended in with prior passes.
This commit is contained in:
AzaezelX 2020-06-19 21:12:20 -05:00
parent 73d57e86af
commit 4a88d7a4e4
3 changed files with 5 additions and 5 deletions

View file

@ -52,14 +52,14 @@ Vector<String> _initSamplerNames()
Vector<String> samplerNames;
samplerNames.push_back("$baseTexMap");
samplerNames.push_back("$layerTex");
samplerNames.push_back("$macrolayerTex");
//samplerNames.push_back("$macrolayerTex");
samplerNames.push_back("$lightMapTex");
samplerNames.push_back("$lightInfoBuffer");
for(int i = 0; i < 3; ++i)
for(int i = 0; i < sgMaxTerrainMaterialsPerPass; ++i)
{
samplerNames.push_back(avar("$normalMap%d",i));
samplerNames.push_back(avar("$detailMap%d",i));
samplerNames.push_back(avar("$macroMap%d", i));
//samplerNames.push_back(avar("$macroMap%d", i));
samplerNames.push_back(avar("$compositeMap%d", i));
}