diff --git a/Engine/source/materials/processedMaterial.cpp b/Engine/source/materials/processedMaterial.cpp index bf172bd7e..ea2a0aa86 100644 --- a/Engine/source/materials/processedMaterial.cpp +++ b/Engine/source/materials/processedMaterial.cpp @@ -398,7 +398,7 @@ void ProcessedMaterial::_setStageData() if (!mStages[i].getTex(MFT_DiffuseMap)) { // 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. - if (!String(mMaterial->getDiffuseMapAsset(i)->getImageFile()).startsWith("#") && !String(mMaterial->getDiffuseMapAsset(i)->getImageFile()).startsWith("$")) + if (!mMaterial->getDiffuseMapAsset(i)->isNamedTarget()) mMaterial->logError("Failed to load diffuse map %s for stage %i", mMaterial->getDiffuseMapAsset(i)->getImageFile(), i); mStages[i].setTex(MFT_DiffuseMap, _createTexture(GFXTextureManager::getMissingTexturePath().c_str(), &GFXStaticTextureSRGBProfile)); diff --git a/Engine/source/materials/processedShaderMaterial.cpp b/Engine/source/materials/processedShaderMaterial.cpp index c1bab8dfa..98a9e569a 100644 --- a/Engine/source/materials/processedShaderMaterial.cpp +++ b/Engine/source/materials/processedShaderMaterial.cpp @@ -229,7 +229,7 @@ bool ProcessedShaderMaterial::init( const FeatureSet &features, mInstancingState = new InstancingState(); mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat ); } - if (mMaterial && mMaterial->getDiffuseMapAsset(0).notNull() && String(mMaterial->getDiffuseMapAsset(0)->getImageFile()).startsWith("#")) + if (mMaterial && mMaterial->getDiffuseMapAsset(0).notNull() && mMaterial->getDiffuseMapAsset(0)->isNamedTarget()) { NamedTexTarget *texTarget = mMaterial->getDiffuseMapAsset(0)->getNamedTarget(); RenderPassData* rpd = getPass(0);