Adjusts some of the loading logic, for guiBitmapCtrl mostly, to not try and load ALL image content upfront during client init, improving load times

This commit is contained in:
Areloch 2024-01-07 23:09:41 -06:00
parent d22b7c7121
commit 829cc2b24a
4 changed files with 18 additions and 3 deletions

View file

@ -297,10 +297,19 @@ BaseMatInstance *MaterialManager::getMeshDebugMatInstance(const LinearColorF &me
void MaterialManager::mapMaterial(const String & textureName, const String & materialName)
{
if (getMapEntry(textureName).isNotEmpty())
String currentMapEntry = getMapEntry(textureName);
if (currentMapEntry.isNotEmpty())
{
if (!textureName.equal("unmapped_mat", String::NoCase))
Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
{
SimObject* originalMat;
SimObject* newMat;
if (Sim::findObject(currentMapEntry, originalMat) && Sim::findObject(materialName, newMat))
Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: \"%s\" in %s by %s", textureName.c_str(), originalMat->getFilename(), newMat->getFilename());
else
Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
}
}
mMaterialMap[String::ToLower(textureName)] = materialName;