mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-17 05:33:47 +00:00
Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into Preview4_0
This commit is contained in:
commit
72a5e2eefe
2 changed files with 14 additions and 13 deletions
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@ -1131,6 +1131,13 @@ GFXTextureObject *GFXTextureManager::createCompositeTexture(GBitmap*bmp[4], U32
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return NULL;
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}
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GFXTextureObject* cacheHit = _lookupTexture(resourceName, profile);
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if (cacheHit != NULL)
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{
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// Con::errorf("Cached texture '%s'", (resourceName.isNotEmpty() ? resourceName.c_str() : "unknown"));
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return cacheHit;
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}
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U8 rChan, gChan, bChan, aChan;
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GBitmap *outBitmap = new GBitmap();
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outBitmap->allocateBitmap(bmp[0]->getWidth(), bmp[0]->getHeight(),false, GFXFormatR8G8B8A8);
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@ -1160,19 +1167,14 @@ GFXTextureObject *GFXTextureManager::createCompositeTexture(GBitmap*bmp[4], U32
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}
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}
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GFXTextureObject *cacheHit = _lookupTexture(resourceName, profile);
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if (cacheHit != NULL)
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if (deleteBmp)
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{
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// Con::errorf("Cached texture '%s'", (resourceName.isNotEmpty() ? resourceName.c_str() : "unknown"));
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if (deleteBmp)
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{
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delete outBitmap;
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delete[] bmp;
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}
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return cacheHit;
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delete[] bmp;
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}
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return _createTexture(outBitmap, resourceName, profile, deleteBmp, NULL);
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GFXTextureObject * ret= _createTexture(outBitmap, resourceName, profile, deleteBmp, NULL);
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delete outBitmap;
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return ret;
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}
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GFXTextureObject* GFXTextureManager::_findPooledTexure( U32 width,
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@ -19,7 +19,7 @@
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//#define TORQUE_PBR_MATERIALS
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#define TORQUE_PBR_MATERIALS
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#include "platform/platform.h"
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#include "ts/loader/appSequence.h"
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@ -190,14 +190,13 @@ void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) co
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_UNKNOWN, 0), texName))
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rmName = texName.C_Str();
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mat->mIsSRGb[0] = true;
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if (aoName.isNotEmpty() || rmName.isNotEmpty())
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{ // If we have either map, fill all three slots
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if (rmName.isNotEmpty())
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{
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mat->mRoughMapFilename[0] = cleanTextureName(rmName, cleanFile, path, false); // Roughness
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mat->mSmoothnessChan[0] = 1.0f;
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mat->mInvertSmoothness = (floatVal == 1.0f);
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mat->mInvertSmoothness[0] = (floatVal == 1.0f);
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mat->mMetalMapFilename[0] = cleanTextureName(rmName, cleanFile, path, false); // Metallic
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mat->mMetalChan[0] = 2.0f;
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}
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