mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- addressed a problem with materials depending on automatically added textures.
This isn't a fix, it just removes a sanity check that really shouldn't be, but thanks of an underspecification of the material definition it was never possible to do this case properly.
This commit is contained in:
parent
932b2d820d
commit
fa54afbd08
2 changed files with 2 additions and 1 deletions
|
@ -114,7 +114,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
|
|||
if (index >= FIRST_USER_SHADER)
|
||||
{
|
||||
const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER];
|
||||
if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
|
||||
//if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
|
||||
{
|
||||
for (auto &texture : tx->CustomShaderTextures)
|
||||
{
|
||||
|
|
|
@ -1401,6 +1401,7 @@ class GLDefsParser
|
|||
!usershaders[i].defines.Compare(usershader.defines))
|
||||
{
|
||||
SetShaderIndex(tex, i + FIRST_USER_SHADER);
|
||||
tex->SetShaderLayers(mlay);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue