Changes for get necesary sampler names for OpenGL shaders.

This commit is contained in:
LuisAntonRebollo 2014-11-30 02:18:28 +01:00
parent 1ac8fab884
commit fab2bb46c5

View file

@ -149,8 +149,11 @@ bool CustomMaterial::onAdd()
const char *error = (avar("CustomMaterial(%s) bind sampler[%s] and is not present on ShaderData(%s)",
getName(), samplerName.c_str(), mShaderDataName.c_str() ));
Con::errorf(error);
#if TORQUE_OPENGL
GFXAssertFatal(0, error);
continue;
#endif
}
mSamplerNames[pos] = samplerName;
mTexFilename[pos] = entry->value;