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cleanup areas checking for named tex target in materials

marauder2k7 9 месяцев назад
Родитель
Сommit
6eac6d767b

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

@@ -398,7 +398,7 @@ void ProcessedMaterial::_setStageData()
          if (!mStages[i].getTex(MFT_DiffuseMap))
          {
             // 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.
-            if (!String(mMaterial->getDiffuseMapAsset(i)->getImageFile()).startsWith("#") && !String(mMaterial->getDiffuseMapAsset(i)->getImageFile()).startsWith("$"))
+            if (!mMaterial->getDiffuseMapAsset(i)->isNamedTarget())
                mMaterial->logError("Failed to load diffuse map %s for stage %i", mMaterial->getDiffuseMapAsset(i)->getImageFile(), i);
 
             mStages[i].setTex(MFT_DiffuseMap, _createTexture(GFXTextureManager::getMissingTexturePath().c_str(), &GFXStaticTextureSRGBProfile));

+ 1 - 1
Engine/source/materials/processedShaderMaterial.cpp

@@ -229,7 +229,7 @@ bool ProcessedShaderMaterial::init( const FeatureSet &features,
       mInstancingState = new InstancingState();
       mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
    }
-   if (mMaterial && mMaterial->getDiffuseMapAsset(0).notNull() && String(mMaterial->getDiffuseMapAsset(0)->getImageFile()).startsWith("#"))
+   if (mMaterial && mMaterial->getDiffuseMapAsset(0).notNull() && mMaterial->getDiffuseMapAsset(0)->isNamedTarget())
    {
       NamedTexTarget *texTarget = mMaterial->getDiffuseMapAsset(0)->getNamedTarget();
       RenderPassData* rpd = getPass(0);