Properly fix gloss maps
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58e20bebd7
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@ -949,9 +949,16 @@ void IrrDriver::setAllMaterialFlags(scene::IMesh *mesh) const
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for(unsigned int i=0; i<n; i++)
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{
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scene::IMeshBuffer *mb = mesh->getMeshBuffer(i);
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video::SMaterial &irr_material=mb->getMaterial();
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video::ITexture* t=irr_material.getTexture(0);
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if(t) material_manager->setAllMaterialFlags(t, mb);
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video::SMaterial &irr_material = mb->getMaterial();
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video::ITexture* t = irr_material.getTexture(0);
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if (t)
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{
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material_manager->setAllMaterialFlags(t, mb);
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}
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else
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{
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material_manager->setAllUntexturedMaterialFlags(mb);
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}
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// special case : for splatting, the main material is on layer 1.
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// it was done this way to provide a fallback for computers
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@ -963,10 +970,7 @@ void IrrDriver::setAllMaterialFlags(scene::IMesh *mesh) const
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if (mat != NULL && mat->getShaderType() == Material::SHADERTYPE_SPLATTING)
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material_manager->setAllMaterialFlags(t, mb);
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}
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else
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{
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material_manager->setAllUntexturedMaterialFlags(mb);
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}
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} // for i<getMeshBufferCount()
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} // setAllMaterialFlags
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