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- addressed a problem with materials depending on automatically added…
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… 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.
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coelckers committed Jun 2, 2020
1 parent 932b2d8 commit fa54afb
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Showing 2 changed files with 2 additions and 1 deletion.
2 changes: 1 addition & 1 deletion src/common/textures/hw_material.cpp
Expand Up @@ -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)
{
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1 change: 1 addition & 0 deletions src/r_data/gldefs.cpp
Expand Up @@ -1401,6 +1401,7 @@ class GLDefsParser
!usershaders[i].defines.Compare(usershader.defines))
{
SetShaderIndex(tex, i + FIRST_USER_SHADER);
tex->SetShaderLayers(mlay);
return;
}
}
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