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https://github.com/TorqueGameEngines/Torque3D.git
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review notes from Az
Should render fallback for namedTarget if namedTarget fails Add safety around namedtarget getTexture to stop assert Missing assets should revert to fallback image and print a warning to console Remove REFACTOR tag from all macros.
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60 changed files with 189 additions and 164 deletions
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@ -181,7 +181,7 @@ void VolumetricFog::initPersistFields()
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endGroup("VolumetricFogData");
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addGroup("VolumetricFogModulation");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Texture, VolumetricFog, "A texture which contains Fogdensity modulator in the red channel and color with 1-green channel. No texture disables modulation.");
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INITPERSISTFIELD_IMAGEASSET(Texture, VolumetricFog, "A texture which contains Fogdensity modulator in the red channel and color with 1-green channel. No texture disables modulation.");
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addFieldV("tiles", TypeRangedF32, Offset(mTexTiles, VolumetricFog), &CommonValidators::PositiveFloat,
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"How many times the texture is mapped to the object.");
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@ -162,7 +162,7 @@ class VolumetricFog : public SceneObject
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F32 mInvScale;
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// Fog Modulation data
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DECLARE_IMAGEASSET_NET_REFACTOR(VolumetricFog, Texture, GFXStaticTextureSRGBProfile, FogModulationMask)
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DECLARE_IMAGEASSET_NET(VolumetricFog, Texture, GFXStaticTextureSRGBProfile, FogModulationMask)
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bool mIsTextured;
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F32 mTexTiles;
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@ -174,7 +174,7 @@ void BasicClouds::initPersistFields()
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addField( "layerEnabled", TypeBool, Offset( mLayerEnabled, BasicClouds ), TEX_COUNT,
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"Enable or disable rendering of this layer." );
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INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(Texture, TEX_COUNT, BasicClouds, "Texture for this layer.");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, TEX_COUNT, BasicClouds, "Texture for this layer.");
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addFieldV( "texScale", TypeRangedF32, Offset( mTexScale, BasicClouds ), &CommonValidators::PositiveFloat, TEX_COUNT,
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"Texture repeat for this layer." );
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@ -94,7 +94,7 @@ protected:
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static U32 smVertCount;
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static U32 smTriangleCount;
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DECLARE_IMAGEASSET_ARRAY_NET_REFACTOR(BasicClouds, Texture, GFXStaticTextureSRGBProfile, TEX_COUNT, -1)
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DECLARE_IMAGEASSET_ARRAY_NET(BasicClouds, Texture, GFXStaticTextureSRGBProfile, TEX_COUNT, -1)
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GFXStateBlockRef mStateblock;
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@ -190,7 +190,7 @@ void CloudLayer::initPersistFields()
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docsURL;
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addGroup( "CloudLayer" );
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Texture, CloudLayer, "An RGBA texture which should contain normals and opacity (density).")
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INITPERSISTFIELD_IMAGEASSET(Texture, CloudLayer, "An RGBA texture which should contain normals and opacity (density).")
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addArray( "Textures", TEX_COUNT );
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@ -98,7 +98,7 @@ protected:
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public:
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DECLARE_IMAGEASSET_NET_REFACTOR(CloudLayer,Texture, GFXStaticTextureSRGBProfile, CloudLayerMask)
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DECLARE_IMAGEASSET_NET(CloudLayer,Texture, GFXStaticTextureSRGBProfile, CloudLayerMask)
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GFXShaderRef mShader;
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@ -296,7 +296,7 @@ void WaterObject::initPersistFields()
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addFieldV( "overallWaveMagnitude", TypeRangedF32, Offset( mOverallWaveMagnitude, WaterObject ), &CommonValidators::PositiveFloat, "Master variable affecting entire body"
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" of water's undulation" );
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(RippleTex, WaterObject, "Normal map used to simulate small surface ripples");
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INITPERSISTFIELD_IMAGEASSET(RippleTex, WaterObject, "Normal map used to simulate small surface ripples");
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addArray( "Ripples (texture animation)", MAX_WAVES );
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@ -310,7 +310,7 @@ void WaterObject::initPersistFields()
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addFieldV( "overallRippleMagnitude", TypeRangedF32, Offset( mOverallRippleMagnitude, WaterObject ), &CommonValidators::PositiveFloat, "Master variable affecting entire surface");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(FoamTex, WaterObject, "Diffuse texture for foam in shallow water (advanced lighting only)");
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INITPERSISTFIELD_IMAGEASSET(FoamTex, WaterObject, "Diffuse texture for foam in shallow water (advanced lighting only)");
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addArray( "Foam", MAX_FOAM );
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@ -362,7 +362,7 @@ void WaterObject::initPersistFields()
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addGroup( "Misc" );
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(DepthGradientTex, WaterObject, "1D texture defining the base water color by depth");
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INITPERSISTFIELD_IMAGEASSET(DepthGradientTex, WaterObject, "1D texture defining the base water color by depth");
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addFieldV( "depthGradientMax", TypeRangedF32, Offset( mDepthGradientMax, WaterObject ), &CommonValidators::PositiveFloat, "Depth in world units, the max range of the color gradient texture." );
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@ -269,9 +269,9 @@ protected:
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F32 mDepthGradientMax;
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// Other textures
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DECLARE_IMAGEASSET_NET_REFACTOR(WaterObject, RippleTex, GFXStaticTextureProfile, TextureMask)
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DECLARE_IMAGEASSET_NET_REFACTOR(WaterObject, FoamTex, GFXStaticTextureSRGBProfile, TextureMask)
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DECLARE_IMAGEASSET_NET_REFACTOR(WaterObject, DepthGradientTex, GFXStaticTextureSRGBProfile, TextureMask)
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DECLARE_IMAGEASSET_NET(WaterObject, RippleTex, GFXStaticTextureProfile, TextureMask)
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DECLARE_IMAGEASSET_NET(WaterObject, FoamTex, GFXStaticTextureSRGBProfile, TextureMask)
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DECLARE_IMAGEASSET_NET(WaterObject, DepthGradientTex, GFXStaticTextureSRGBProfile, TextureMask)
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StringTableEntry mCubemapName;
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