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Merge pull request #1636 from Azaezel/TranslucentTargetTweak
puts forward-lit #targetname assignment of faux diffuse maps back
This commit is contained in:
commit
5d38357785
2 changed files with 17 additions and 1 deletions
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@ -392,7 +392,10 @@ void ProcessedMaterial::_setStageData()
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mStages[i].setTex( MFT_DiffuseMap, _createTexture( mMaterial->mDiffuseMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
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mStages[i].setTex( MFT_DiffuseMap, _createTexture( mMaterial->mDiffuseMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
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if (!mStages[i].getTex( MFT_DiffuseMap ))
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if (!mStages[i].getTex( MFT_DiffuseMap ))
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{
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{
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mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i);
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//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
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//pass on the error rather than spamming the console
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if (!mMaterial->mDiffuseMapFilename[i].startsWith("#"))
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mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i);
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// Load a debug texture to make it clear to the user
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// Load a debug texture to make it clear to the user
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// that the texture for this stage was missing.
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// that the texture for this stage was missing.
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@ -217,6 +217,19 @@ bool ProcessedShaderMaterial::init( const FeatureSet &features,
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mInstancingState = new InstancingState();
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mInstancingState = new InstancingState();
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mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
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mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
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}
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}
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if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
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{
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String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
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NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
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RenderPassData* rpd = getPass(0);
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if (rpd)
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{
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rpd->mTexSlot[0].texTarget = texTarget;
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rpd->mTexType[0] = Material::TexTarget;
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rpd->mSamplerNames[0] = "diffuseMap";
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}
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}
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return true;
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return true;
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}
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}
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