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@@ -398,10 +398,9 @@ void ProcessedMaterial::_setStageData()
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if (!mStages[i].getTex(MFT_DiffuseMap))
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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.
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- if (String(mMaterial->mDiffuseMapAsset[i]->getImageFileName()).startsWith("#") || String(mMaterial->mDiffuseMapAsset[i]->getImageFileName()).startsWith("$"))
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- {
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- mMaterial->logError("Named Target not ready %s for stage %i", mMaterial->mDiffuseMapAsset[i]->getImageFileName(), i);
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- }
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+ if (!String(mMaterial->mDiffuseMapAsset[i]->getImageFileName()).startsWith("#") && !String(mMaterial->mDiffuseMapAsset[i]->getImageFileName()).startsWith("$"))
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+ mMaterial->logError("Failed to load diffuse map %s for stage %i", mMaterial->mDiffuseMapAsset[i]->getImageFileName(), i);
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+
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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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@@ -410,12 +409,10 @@ void ProcessedMaterial::_setStageData()
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mStages[i].setTex(MFT_DiffuseMap, _createTexture(mMaterial->mDiffuseMapName[i], &GFXStaticTextureSRGBProfile));
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if (!mStages[i].getTex(MFT_DiffuseMap))
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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("#") || String(mMaterial->mDiffuseMapName[i]).startsWith("$"))
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- {
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- mMaterial->logError("Named Target not ready %s for stage %i", mMaterial->mDiffuseMapName[i], i);
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- }
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+ //If we start with a #, we're probably actually attempting to hit a named target and it may not get a hit on the first pass.
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+ if (!String(mMaterial->mDiffuseMapName[i]).startsWith("#") && !String(mMaterial->mDiffuseMapName[i]).startsWith("$"))
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+ mMaterial->logError("Failed to load diffuse map %s for stage %i", mMaterial->mDiffuseMapName[i], i);
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+
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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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