No need for server-only aps to generate visible textures. (the other had a transcription error)

This commit is contained in:
Azaezel 2015-06-06 12:17:17 -05:00 committed by Daniel Buckmaster
parent 2adbecb0d9
commit 6218d792f3

View file

@ -287,6 +287,8 @@ bool TerrainBlock::_setBaseTexFormat(void *obj, const char *index, const char *d
{
terrain->mBaseTexFormat = (BaseTexFormat)eTable[i].mInt;
terrain->_updateMaterials();
if (terrain->isServerObject()) return false;
terrain->_updateLayerTexture();
// If the cached base texture is older that the terrain file or
// it doesn't exist then generate and cache it.