History

For splat textures, use transparent white as a default.

Andrzej Kapolka committed 12 years ago

Commit 6e06b631 parent 530f5b04 files · +37 −14Browse files

Showing the changes to interface/src/renderer/GeometryCache.cpp (1 of 4 files). Show all

Unified · Split

interface/src/renderer/GeometryCache.cpp+6−3
@@ -593,17 +593,20 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) { · 592 unmodified lines
593 NetworkMeshPart networkPart;593 NetworkMeshPart networkPart;
594 if (!part.diffuseTexture.filename.isEmpty()) {594 if (!part.diffuseTexture.filename.isEmpty()) {
595 networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(595 networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(
596 _textureBase.resolved(QUrl(part.diffuseTexture.filename)), false, mesh.isEye, part.diffuseTexture.content);596 _textureBase.resolved(QUrl(part.diffuseTexture.filename)), DEFAULT_TEXTURE,
597 mesh.isEye, part.diffuseTexture.content);
597 networkPart.diffuseTexture->setLoadPriorities(_loadPriorities);598 networkPart.diffuseTexture->setLoadPriorities(_loadPriorities);
598 }599 }
599 if (!part.normalTexture.filename.isEmpty()) {600 if (!part.normalTexture.filename.isEmpty()) {
600 networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(601 networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(
601 _textureBase.resolved(QUrl(part.normalTexture.filename)), true, false, part.normalTexture.content);602 _textureBase.resolved(QUrl(part.normalTexture.filename)), NORMAL_TEXTURE,
603 false, part.normalTexture.content);
602 networkPart.normalTexture->setLoadPriorities(_loadPriorities);604 networkPart.normalTexture->setLoadPriorities(_loadPriorities);
603 }605 }
604 if (!part.specularTexture.filename.isEmpty()) {606 if (!part.specularTexture.filename.isEmpty()) {
605 networkPart.specularTexture = Application::getInstance()->getTextureCache()->getTexture(607 networkPart.specularTexture = Application::getInstance()->getTextureCache()->getTexture(
606 _textureBase.resolved(QUrl(part.specularTexture.filename)), true, false, part.specularTexture.content);608 _textureBase.resolved(QUrl(part.specularTexture.filename)), SPECULAR_TEXTURE,
609 false, part.specularTexture.content);
607 networkPart.specularTexture->setLoadPriorities(_loadPriorities);610 networkPart.specularTexture->setLoadPriorities(_loadPriorities);
608 }611 }
609 networkMesh.parts.append(networkPart);612 networkMesh.parts.append(networkPart);