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named targets for image assets
image assets can now be bound to a named texture target if used in a material the target needs to exist before the material is initialized
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parent
ad9da79e91
commit
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3 changed files with 88 additions and 17 deletions
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@ -410,12 +410,21 @@ void ProcessedMaterial::_setStageData()
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{
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//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. So we'll
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//pass on the error rather than spamming the console
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if (!String(mMaterial->mDiffuseMapName[i]).startsWith("#"))
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mMaterial->logError("Failed to load diffuse map %s for stage %i", mMaterial->mDiffuseMapName[i], i);
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if (String(mMaterial->mDiffuseMapName[i]).startsWith("#") || String(mMaterial->mDiffuseMapName[i]).startsWith("$"))
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{
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NamedTexTarget* namedTarget = NamedTexTarget::find(mMaterial->mDiffuseMapName[i] + 1);
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if(namedTarget)
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mStages[i].setTex(MFT_DiffuseMap, namedTarget->getTexture(0));
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}
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else
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{
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if (!String(mMaterial->mDiffuseMapName[i]).startsWith("#"))
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mMaterial->logError("Failed to load diffuse map %s for stage %i", mMaterial->mDiffuseMapName[i], i);
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// Load a debug texture to make it clear to the user
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// that the texture for this stage was missing.
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mStages[i].setTex(MFT_DiffuseMap, _createTexture(GFXTextureManager::getMissingTexturePath().c_str(), &GFXStaticTextureSRGBProfile));
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// Load a debug texture to make it clear to the user
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// that the texture for this stage was missing.
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mStages[i].setTex(MFT_DiffuseMap, _createTexture(GFXTextureManager::getMissingTexturePath().c_str(), &GFXStaticTextureSRGBProfile));
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}
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}
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}
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