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pipe texture names through to NetworkTexture

Stephen Birarda committed 12 years ago

Commit 047ee0a1 parent 1949a475 files · +26 −10Browse files

Showing the changes to interface/src/renderer/GeometryCache.cpp (1 of 5 files). Show all

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interface/src/renderer/GeometryCache.cpp+4−0
@@ -405,6 +405,7 @@ void GeometryCache::renderGrid(int xDivisions, int yDivisions) { · 404 unmodified lines
405}405}
406 406
407QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, const QUrl& fallback, bool delayLoad) {407QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, const QUrl& fallback, bool delayLoad) {
408 qDebug() << "Getting a resource at" << url;
408 return getResource(url, fallback, delayLoad).staticCast<NetworkGeometry>();409 return getResource(url, fallback, delayLoad).staticCast<NetworkGeometry>();
409}410}
410 411
@@ -727,18 +728,21 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) { · 316 unmodified lines
727 networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(728 networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(
728 _textureBase.resolved(QUrl(part.diffuseTexture.filename)), DEFAULT_TEXTURE,729 _textureBase.resolved(QUrl(part.diffuseTexture.filename)), DEFAULT_TEXTURE,
729 mesh.isEye, part.diffuseTexture.content);730 mesh.isEye, part.diffuseTexture.content);
731 networkPart.diffuseTexture->setName(part.diffuseTexture.name);
730 networkPart.diffuseTexture->setLoadPriorities(_loadPriorities);732 networkPart.diffuseTexture->setLoadPriorities(_loadPriorities);
731 }733 }
732 if (!part.normalTexture.filename.isEmpty()) {734 if (!part.normalTexture.filename.isEmpty()) {
733 networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(735 networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(
734 _textureBase.resolved(QUrl(part.normalTexture.filename)), NORMAL_TEXTURE,736 _textureBase.resolved(QUrl(part.normalTexture.filename)), NORMAL_TEXTURE,
735 false, part.normalTexture.content);737 false, part.normalTexture.content);
738 networkPart.normalTexture->setName(part.normalTexture.name);
736 networkPart.normalTexture->setLoadPriorities(_loadPriorities);739 networkPart.normalTexture->setLoadPriorities(_loadPriorities);
737 }740 }
738 if (!part.specularTexture.filename.isEmpty()) {741 if (!part.specularTexture.filename.isEmpty()) {
739 networkPart.specularTexture = Application::getInstance()->getTextureCache()->getTexture(742 networkPart.specularTexture = Application::getInstance()->getTextureCache()->getTexture(
740 _textureBase.resolved(QUrl(part.specularTexture.filename)), SPECULAR_TEXTURE,743 _textureBase.resolved(QUrl(part.specularTexture.filename)), SPECULAR_TEXTURE,
741 false, part.specularTexture.content);744 false, part.specularTexture.content);
745 networkPart.specularTexture->setName(part.specularTexture.name);
742 networkPart.specularTexture->setLoadPriorities(_loadPriorities);746 networkPart.specularTexture->setLoadPriorities(_loadPriorities);
743 }747 }
744 networkMesh.parts.append(networkPart);748 networkMesh.parts.append(networkPart);