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Changes for get necesary sampler names for OpenGL shaders.

LuisAntonRebollo %!s(int64=11) %!d(string=hai) anos
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Modificáronse 1 ficheiros con 3 adicións e 0 borrados
  1. 3 0
      Engine/source/materials/customMaterialDefinition.cpp

+ 3 - 0
Engine/source/materials/customMaterialDefinition.cpp

@@ -149,8 +149,11 @@ bool CustomMaterial::onAdd()
             const char *error = (avar("CustomMaterial(%s) bind sampler[%s] and is not present on ShaderData(%s)", 
                getName(), samplerName.c_str(), mShaderDataName.c_str() ));
             Con::errorf(error);
+
+#if TORQUE_OPENGL
             GFXAssertFatal(0, error);
             continue;
+#endif
          }
          mSamplerNames[pos] = samplerName;
          mTexFilename[pos] = entry->value;