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materials.cs files are still being automatically executed reguardless of location twice. shifted the ribbonshader shaderdata defines from new to singleton to avoid attempts at duplicated creation.

AzaezelX 6 years ago
parent
commit
4f31dea023
1 changed files with 2 additions and 2 deletions
  1. 2 2
      Templates/BaseGame/game/core/gameObjects/materials/materials.cs

+ 2 - 2
Templates/BaseGame/game/core/gameObjects/materials/materials.cs

@@ -1,4 +1,4 @@
-new ShaderData( BasicRibbonShader )
+singleton ShaderData( BasicRibbonShader )
 {
 {
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
@@ -26,7 +26,7 @@ singleton CustomMaterial( BasicRibbonMat )
    preload = true;
    preload = true;
 };
 };
 
 
-new ShaderData( TexturedRibbonShader )
+singleton ShaderData( TexturedRibbonShader )
 {
 {
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";