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Corrected the logic for the GenerateComposite import config rule so it only applies if there's any of the ORM maps detected
Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found Disabled a number of inactive popup menu items Added Create New Module to normal add asset popup for more obvious/simplified use-flow Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
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11 changed files with 322 additions and 269 deletions
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@ -346,7 +346,7 @@ bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeView
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{
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aiColor3D read_color(1.f, 1.f, 1.f);
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if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
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texName = String::ToString("Color: (%0.3f, %0.3f, %0.3f)", (F32)read_color.r, (F32)read_color.g, (F32)read_color.b);
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texName = String::ToString("Color: %0.3f %0.3f %0.3f", (F32)read_color.r, (F32)read_color.g, (F32)read_color.b); //formatted as words for easy parsing
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else
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texName = "No Texture";
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}
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