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named target functionality
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parent
6640cae0d7
commit
987ff90467
3 changed files with 40 additions and 5 deletions
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@ -231,8 +231,7 @@ bool ProcessedShaderMaterial::init( const FeatureSet &features,
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}
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if (mMaterial && mMaterial->getDiffuseMapAsset(0).notNull() && String(mMaterial->getDiffuseMapAsset(0)->getImageFile()).startsWith("#"))
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{
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String texTargetBufferName = String(mMaterial->getDiffuseMapAsset(0)->getImageFile()).substr(1, (U32)strlen(mMaterial->getDiffuseMapAsset(0)->getImageFile()) - 1);
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NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
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NamedTexTarget *texTarget = mMaterial->getDiffuseMapAsset(0)->getNamedTarget();
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RenderPassData* rpd = getPass(0);
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if (rpd)
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@ -878,8 +877,17 @@ void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const S
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texTarget = rpd->mTexSlot[i].texTarget;
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if ( !texTarget )
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{
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GFX->setTexture( i, NULL );
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break;
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// try again.
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texTarget = mMaterial->getDiffuseMapAsset(0)->getNamedTarget();
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if (!texTarget)
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{
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GFX->setTexture(i, NULL);
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break;
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}
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else
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{
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rpd->mTexSlot[i].texTarget = texTarget;
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}
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}
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texObject = texTarget->getTexture();
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