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cleanup strays
handle clearing composite input textures
we no longer have a material value labeled emissive.

AzaezelX 4 月之前
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37f28dfbd7

+ 1 - 3
Engine/source/gfx/gfxTextureHandle.cpp

@@ -80,9 +80,7 @@ bool GFXTexHandle::set(const String &texNameR, const String &texNameG, const Str
    // Clear the existing texture first, so that
    // its memory is free for the new allocation.
    free();
-   
-   // Create and set the new texture.
-   AssertFatal( texNameR.isNotEmpty(), "Texture name is empty" );
+
    StrongObjectRef::set( TEXMGR->createCompositeTexture( texNameR, texNameG, texNameB, texNameA, inputKey, profile ) );
    
    #ifdef TORQUE_DEBUG

+ 1 - 0
Engine/source/materials/processedMaterial.cpp

@@ -172,6 +172,7 @@ bool ProcessedMaterial::stepInstance()
 
 String ProcessedMaterial::_getTexturePath(const String& filename)
 {
+   if (filename.isEmpty()) return filename;
    // if '/', then path is specified, use it.
    if( filename.find('/') != String::NPos )
    {

+ 0 - 1
Templates/BaseGame/game/tools/materialEditor/scripts/materialEditor.ed.tscript

@@ -1210,7 +1210,6 @@ function MaterialEditorGui::guiSync( %this, %material )
    MaterialEditorPropertiesWindow-->glowMulTextEdit.setText((%material).glowMul[%layer]);
    MaterialEditorPropertiesWindow-->glowMulSlider.setValue((%material).glowMul[%layer]);
    MaterialEditorPropertiesWindow-->glowCheckbox.setValue((%material).glow[%layer]);
-   MaterialEditorPropertiesWindow-->emissiveCheckbox.setValue((%material).emissive[%layer]);
    MaterialEditorPropertiesWindow-->receiveShadowsCheckbox.setValue((%material).receiveShadows[%layer]);
    MaterialEditorPropertiesWindow-->ignoreLightingCheckbox.setValue((%material).ignoreLighting[%layer]);   
    MaterialEditorPropertiesWindow-->parallaxTextEdit.setText((%material).parallaxScale[%layer]);