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No need for server-only aps to generate visible textures. (the other had a transcription error)

Azaezel %!s(int64=10) %!d(string=hai) anos
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Modificáronse 1 ficheiros con 2 adicións e 0 borrados
  1. 2 0
      Engine/source/terrain/terrData.cpp

+ 2 - 0
Engine/source/terrain/terrData.cpp

@@ -287,6 +287,8 @@ bool TerrainBlock::_setBaseTexFormat(void *obj, const char *index, const char *d
       {
          terrain->mBaseTexFormat = (BaseTexFormat)eTable[i].mInt;
          terrain->_updateMaterials();
+
+         if (terrain->isServerObject()) return false;
          terrain->_updateLayerTexture();
          // If the cached base texture is older that the terrain file or
          // it doesn't exist then generate and cache it.