Improve debug msg
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@ -274,11 +274,11 @@ bool isObject(video::E_MATERIAL_TYPE type)
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}
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static void
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SetTexture(GLMesh &mesh, unsigned i, bool isSrgb)
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SetTexture(GLMesh &mesh, unsigned i, bool isSrgb, const std::string &matname)
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{
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if (!mesh.textures[i])
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{
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Log::fatal("STKMesh", "Missing texture");
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Log::fatal("STKMesh", "Missing texture %d for material %s", i, matname.c_str());
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return;
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}
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compressTexture(mesh.textures[i], isSrgb);
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@ -291,6 +291,31 @@ SetTexture(GLMesh &mesh, unsigned i, bool isSrgb)
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}
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}
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static std::string
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getShaderTypeName(Material::ShaderType Mat)
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{
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switch (Mat)
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{
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default:
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case Material::SHADERTYPE_SOLID:
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return "Solid";
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case Material::SHADERTYPE_ALPHA_TEST:
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return "Alpha Test";
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case Material::SHADERTYPE_VEGETATION:
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return "Grass";
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case Material::SHADERTYPE_SPHERE_MAP:
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return "Sphere Map";
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case Material::SHADERTYPE_SOLID_UNLIT:
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return "Unlit";
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case Material::SHADERTYPE_DETAIL_MAP:
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return "Detail";
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case Material::SHADERTYPE_NORMAL_MAP:
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return "Normal";
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case Material::SHADERTYPE_SPLATTING:
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return "Splatting";
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}
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}
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void InitTextures(GLMesh &mesh, Material::ShaderType Mat)
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{
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switch (Mat)
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@ -301,23 +326,23 @@ void InitTextures(GLMesh &mesh, Material::ShaderType Mat)
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case Material::SHADERTYPE_VEGETATION:
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case Material::SHADERTYPE_SPHERE_MAP:
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case Material::SHADERTYPE_SOLID_UNLIT:
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SetTexture(mesh, 0, true);
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SetTexture(mesh, 1, false);
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SetTexture(mesh, 0, true, getShaderTypeName(Mat));
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SetTexture(mesh, 1, false, getShaderTypeName(Mat));
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break;
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case Material::SHADERTYPE_DETAIL_MAP:
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case Material::SHADERTYPE_NORMAL_MAP:
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SetTexture(mesh, 0, true);
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SetTexture(mesh, 1, false);
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SetTexture(mesh, 2, false);
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SetTexture(mesh, 0, true, getShaderTypeName(Mat));
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SetTexture(mesh, 1, false, getShaderTypeName(Mat));
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SetTexture(mesh, 2, false, getShaderTypeName(Mat));
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break;
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case Material::SHADERTYPE_SPLATTING:
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SetTexture(mesh, 0, true);
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SetTexture(mesh, 1, false);
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SetTexture(mesh, 2, true);
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SetTexture(mesh, 3, true);
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SetTexture(mesh, 4, true);
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SetTexture(mesh, 5, true);
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SetTexture(mesh, 6, false);
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SetTexture(mesh, 0, true, getShaderTypeName(Mat));
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SetTexture(mesh, 1, false, getShaderTypeName(Mat));
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SetTexture(mesh, 2, true, getShaderTypeName(Mat));
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SetTexture(mesh, 3, true, getShaderTypeName(Mat));
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SetTexture(mesh, 4, true, getShaderTypeName(Mat));
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SetTexture(mesh, 5, true, getShaderTypeName(Mat));
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SetTexture(mesh, 6, false, getShaderTypeName(Mat));
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break;
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}
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}
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