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Adds a check so if we're trying to hit a named target, it doesn't spam the console with errors about not finding the diffuse texture.

Areloch 9 years ago
parent
commit
2d934032ea
1 changed files with 4 additions and 1 deletions
  1. 4 1
      Engine/source/materials/processedMaterial.cpp

+ 4 - 1
Engine/source/materials/processedMaterial.cpp

@@ -392,7 +392,10 @@ void ProcessedMaterial::_setStageData()
          mStages[i].setTex( MFT_DiffuseMap, _createTexture( mMaterial->mDiffuseMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
          if (!mStages[i].getTex( MFT_DiffuseMap ))
          {
-            mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i);
+            //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
+            //pass on the error rather than spamming the console
+            if (!mMaterial->mDiffuseMapFilename[i].startsWith("#"))
+               mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i);
             
             // Load a debug texture to make it clear to the user 
             // that the texture for this stage was missing.