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Merge pull request #2203 from Bloodknight/DifferentProfileFixes
Fixes console spamming of material profiles
This commit is contained in:
commit
5d8d14b2f3
4 changed files with 3 additions and 3 deletions
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@ -456,7 +456,7 @@ void ProcessedMaterial::_setStageData()
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// SpecularMap
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// SpecularMap
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if( mMaterial->mSpecularMapFilename[i].isNotEmpty() )
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if( mMaterial->mSpecularMapFilename[i].isNotEmpty() )
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{
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{
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mStages[i].setTex( MFT_SpecularMap, _createTexture( mMaterial->mSpecularMapFilename[i], &GFXStaticTextureProfile) );
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mStages[i].setTex( MFT_SpecularMap, _createTexture( mMaterial->mSpecularMapFilename[i], &GFXStaticTextureSRGBProfile) );
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if(!mStages[i].getTex( MFT_SpecularMap ))
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if(!mStages[i].getTex( MFT_SpecularMap ))
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mMaterial->logError("Failed to load specular map %s for stage %i", _getTexturePath(mMaterial->mSpecularMapFilename[i]).c_str(), i);
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mMaterial->logError("Failed to load specular map %s for stage %i", _getTexturePath(mMaterial->mSpecularMapFilename[i]).c_str(), i);
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}
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}
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BIN
Templates/Full/game/art/shapes/weapons/Ryder/TP_Ryder_S.dds
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BIN
Templates/Full/game/art/shapes/weapons/Ryder/TP_Ryder_S.dds
Normal file
Binary file not shown.
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@ -39,7 +39,7 @@ singleton Material(TP_Ryder_Base)
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mapTo = "TP_Ryder_Base";
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mapTo = "TP_Ryder_Base";
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diffuseMap[0] = "./TP_Ryder_D.dds";
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diffuseMap[0] = "./TP_Ryder_D.dds";
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normalMap[0] = "./TP_Ryder_N.dds";
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normalMap[0] = "./TP_Ryder_N.dds";
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specularMap[0] = "./TP_Ryder_D.dds";
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specularMap[0] = "./TP_Ryder_S.dds";
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specular[0] = "1.0 1.0 1.0 1";
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specular[0] = "1.0 1.0 1.0 1";
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specularPower[0] = "10";
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specularPower[0] = "10";
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translucentBlendOp = "None";
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translucentBlendOp = "None";
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@ -29,7 +29,7 @@ singleton Material(Turret_Base)
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translucentBlendOp = "None";
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translucentBlendOp = "None";
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normalMap[0] = "art/shapes/weapons/Turret/Turret_N.dds";
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normalMap[0] = "art/shapes/weapons/Turret/Turret_N.dds";
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pixelSpecular[0] = "1";
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pixelSpecular[0] = "1";
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specularMap[0] = "art/shapes/weapons/Turret/Turret_D.dds";
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specularMap[0] = "art/shapes/weapons/Turret/Turret_S.dds";
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useAnisotropic[0] = "1";
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useAnisotropic[0] = "1";
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castDynamicShadows = true;
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castDynamicShadows = true;
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materialTag0 = "Weapon";
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materialTag0 = "Weapon";
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