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Changes for get necesary sampler names for OpenGL shaders.
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1 changed files with 3 additions and 0 deletions
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@ -149,8 +149,11 @@ bool CustomMaterial::onAdd()
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const char *error = (avar("CustomMaterial(%s) bind sampler[%s] and is not present on ShaderData(%s)",
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getName(), samplerName.c_str(), mShaderDataName.c_str() ));
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Con::errorf(error);
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#if TORQUE_OPENGL
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GFXAssertFatal(0, error);
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continue;
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#endif
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}
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mSamplerNames[pos] = samplerName;
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mTexFilename[pos] = entry->value;
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