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.
This commit is contained in:
Mitchell Stokes 2012-06-17 07:59:22 +00:00
parent 0df30d1063
commit 245c94a75e

@ -176,7 +176,8 @@ void KX_BlenderMaterial::OnConstruction(int layer)
mMaterial->matname<< ", image will not be available");
}
// If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
else if (!mMaterial->glslmat) {
// However, if we're using a custom shader, then we still need to load the textures ourselves.
else if (!mMaterial->glslmat || mBlenderShader) {
if ( mMaterial->img[i] ) {
if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
spit("unable to initialize image("<<i<<") in "<<