mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 14:14:33 +00:00
Reworks the terrain loader code to work with the assets.
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found. Corrects terrain material binding to properly save and load Makes the terrain asset inspector fields work as expected.
This commit is contained in:
parent
3e1795ba1d
commit
4ce558f042
15 changed files with 500 additions and 283 deletions
|
|
@ -61,10 +61,6 @@ class MaterialSoundProfile;
|
|||
class MaterialPhysicsProfile;
|
||||
class CustomShaderFeatureData;
|
||||
|
||||
#define DECLARE_TEXTUREARRAY(name,max) FileName m##name##Filename[max];\
|
||||
StringTableEntry m##name##AssetId[max];\
|
||||
AssetPtr<ImageAsset> m##name##Asset[max];
|
||||
|
||||
/// The basic material definition.
|
||||
class Material : public BaseMaterialDefinition
|
||||
{
|
||||
|
|
@ -244,17 +240,6 @@ public:
|
|||
F32 mAccuCoverage[MAX_STAGES];
|
||||
F32 mAccuSpecular[MAX_STAGES];
|
||||
|
||||
//cogs specific
|
||||
/// Damage blend maps (albedo)
|
||||
DECLARE_TEXTUREARRAY(AlbedoDamageMap, MAX_STAGES);
|
||||
bool mAlbedoDamageMapSRGB[MAX_STAGES];
|
||||
/// Damage blend maps (normal)
|
||||
DECLARE_TEXTUREARRAY(NormalDamageMap, MAX_STAGES);
|
||||
/// Damage blend maps (Roughness, AO, Metalness)
|
||||
DECLARE_TEXTUREARRAY(CompositeDamageMap, MAX_STAGES);
|
||||
/// Damage blend minimum
|
||||
F32 mMaterialDamageMin[MAX_STAGES];
|
||||
|
||||
/// This color is the diffuse color of the material
|
||||
/// or if it has a texture it is multiplied against
|
||||
/// the diffuse texture color.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue