forked from bartvdbraak/blender
Fix for [#31848] "BGE: Commit r47628 breaks custom GLSL material shaders" reported by Alex Fraser.
Custom shaders is a case where the BGE can be using GLSL materials and still need to upload textures without bf_gpu. I tweaked some logic to handle this special case and added more comments.
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@ -176,7 +176,8 @@ void KX_BlenderMaterial::OnConstruction(int layer)
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mMaterial->matname<< ", image will not be available");
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}
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// If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
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else if (!mMaterial->glslmat) {
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// However, if we're using a custom shader, then we still need to load the textures ourselves.
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else if (!mMaterial->glslmat || mBlenderShader) {
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if ( mMaterial->img[i] ) {
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if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
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spit("unable to initialize image("<<i<<") in "<<
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