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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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@ -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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