diff --git a/neo/framework/DeclManager.cpp b/neo/framework/DeclManager.cpp index 8cd460e1..ad358fd9 100644 --- a/neo/framework/DeclManager.cpp +++ b/neo/framework/DeclManager.cpp @@ -2052,6 +2052,14 @@ void idDeclManagerLocal::ExportMaterialsToBlender_f( const idCmdArgs& args ) { const idMaterial* material = static_cast< const idMaterial* >( declManagerLocal.FindType( DECL_MATERIAL, declManagerLocal.linearLists[ DECL_MATERIAL ][ i ]->GetName(), false ) ); +#if 0 + const char* matName = material->GetName(); + if( idStr::FindText( matName, "textures/base_floor/ghotile3", false ) != -1 ) + { + totalMaterialsCount++; + } +#endif + material->ExportJSON( file, i == ( count - 1 ) ); totalMaterialsCount++; diff --git a/neo/renderer/Image_load.cpp b/neo/renderer/Image_load.cpp index 53b7ab5f..96d1b049 100644 --- a/neo/renderer/Image_load.cpp +++ b/neo/renderer/Image_load.cpp @@ -576,6 +576,8 @@ void idImage::FinalizeImage( bool fromBackEnd, nvrhi::ICommandList* commandList opts.numLevels = 1; DeriveOpts(); + defaulted = true; // RB + if( !commandList ) { return; @@ -603,7 +605,6 @@ void idImage::FinalizeImage( bool fromBackEnd, nvrhi::ICommandList* commandList SubImageUpload( level, 0, 0, 0, opts.width >> level, opts.height >> level, clear.Ptr() ); } #endif - defaulted = true; // RB isLoaded = true; return; } diff --git a/neo/renderer/Material.cpp b/neo/renderer/Material.cpp index 77fa936b..2584eb33 100644 --- a/neo/renderer/Material.cpp +++ b/neo/renderer/Material.cpp @@ -260,7 +260,7 @@ idImage* idMaterial::GetEditorImage() const // look for the diffusemap alternative like TrenchBroom does // this is required to have the texture dimensions for the convertMapToValve220 cmd - if( editorImage && editorImage->IsLoaded() && editorImage->IsDefaulted() ) + if( editorImage && /*editorImage->IsLoaded() &&*/ editorImage->IsDefaulted() ) { // _D3XP :: First check for a diffuse image, then use the first if( numStages && stages )