Use the original spm uv texture 1 and 2 for compare in scene manager

Because for splatting it will have some duplicated entries

Also remove never-working material code for splatting because of SP
This commit is contained in:
Benau 2018-01-22 13:05:02 +08:00
parent 45957af6f8
commit 8fa5ad46c9
2 changed files with 4 additions and 21 deletions

View File

@ -191,17 +191,7 @@ Material::Material(const XMLNode *node, bool deprecated)
s = "solid";
std::string normal_map_tex;
node->get("normal-map", &normal_map_tex);
if (node->get("shader", &s))
{
if (s == "splatting")
{
node->get("splatting-texture-1", &m_sampler_path[2]);
node->get("splatting-texture-2", &m_sampler_path[3]);
node->get("splatting-texture-3", &m_sampler_path[4]);
node->get("splatting-texture-4", &m_sampler_path[5]);
}
}
else
if (!node->get("shader", &s))
{
// BACKWARS COMPATIBILITY, EVENTUALLY REMOVE
@ -263,13 +253,6 @@ Material::Material(const XMLNode *node, bool deprecated)
{
node->get("normal-map", &normal_map_tex);
}
else if (s == "splatting")
{
node->get("splatting-texture-1", &m_sampler_path[2]);
node->get("splatting-texture-2", &m_sampler_path[3]);
node->get("splatting-texture-3", &m_sampler_path[4]);
node->get("splatting-texture-4", &m_sampler_path[5]);
}
else if (s == "none")
{
}

View File

@ -132,9 +132,9 @@ void SPMeshBuffer::uploadGLMesh()
m_shaders[0]->isSrgbForTextureLayer(j),
std::get<2>(m_stk_material[i])->getContainerId());
}
// Use .spm uv texture 1 and 2 for compare in scene manager
m_tex_cmp[m_textures[i][0]->getPath() + m_textures[i][1]->getPath()] =
i;
// Use the original spm uv texture 1 and 2 for compare in scene manager
m_tex_cmp[std::get<2>(m_stk_material[i])->getSamplerPath(0) +
std::get<2>(m_stk_material[i])->getSamplerPath(1)] = i;
}
bool use_2_uv = std::get<2>(m_stk_material[0])->use2UV();