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@@ -3463,7 +3463,7 @@ do_issue_material() {
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cur_material.Emissive = *(D3DCOLORVALUE *)(color.get_data());
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cur_material.Power = material->get_shininess();
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- if (material->has_diffuse()) {
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+ if (material->has_diffuse() || material->has_base_color()) {
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// If the material specifies an diffuse color, use it.
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set_render_state(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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} else {
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@@ -3476,7 +3476,7 @@ do_issue_material() {
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set_render_state(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
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}
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}
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- if (material->has_ambient()) {
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+ if (material->has_ambient() || material->has_base_color()) {
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// If the material specifies an ambient color, use it.
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set_render_state(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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} else {
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@@ -3490,7 +3490,7 @@ do_issue_material() {
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}
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}
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- if (material->has_specular()) {
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+ if (material->has_specular() || material->has_base_color()) {
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set_render_state(D3DRS_SPECULARENABLE, TRUE);
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} else {
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set_render_state(D3DRS_SPECULARENABLE, FALSE);
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