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Rename SMaterial::TextureLayer -> SMaterial::TextureLayers
It's not the "texture layer" of the material, but an array of texture layers.
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commit
6bf63d4b41
9 changed files with 38 additions and 38 deletions
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@ -255,8 +255,8 @@ void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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buf->getMaterial().Lighting = false;
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buf->getMaterial().BackfaceCulling = false;
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().TextureLayer[0].MinFilter = video::ETMINF_NEAREST;
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buf->getMaterial().TextureLayer[0].MagFilter = video::ETMAGF_NEAREST;
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buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST;
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buf->getMaterial().TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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buf->getMaterial().FogEnable = true;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Add to mesh
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@ -847,9 +847,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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<< " texture(s) specified, this is deprecated.";
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logOnce(oss, warningstream);
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video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
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video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayers[0].Texture;
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for (u32 i = 1; i < mat_count; i++) {
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auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
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auto &layer = m_animated_meshnode->getMaterial(i).TextureLayers[0];
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if (!layer.Texture)
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layer.Texture = last;
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last = layer.Texture;
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@ -1379,7 +1379,7 @@ void GenericCAO::updateTextures(std::string mod)
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video::SMaterial &material = m_animated_meshnode->getMaterial(i);
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.TextureLayer[0].Texture = texture;
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material.TextureLayers[0].Texture = texture;
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material.Lighting = true;
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material.BackfaceCulling = m_prop.backface_culling;
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