Ticket #3073: onematerial.patch
File onematerial.patch, 1.1 KB (added by , 9 years ago) |
---|
-
source/graphics/ObjectEntry.cpp
127 127 CModel* model = new CModel(objectManager.GetSkeletonAnimManager(), m_Simulation); 128 128 delete m_Model; 129 129 m_Model = model; 130 model->SetMaterial(g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material)); 130 model->SetMaterial(g_Renderer.GetMaterialManager().LoadMaterial(VfsPath("art/materials/trans_wind.xml"))); 131 // model->SetMaterial(g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material)); 131 132 model->GetMaterial().AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a)); 132 133 model->InitModel(modeldef); 133 134 … … 137 138 } 138 139 139 140 std::vector<CObjectBase::Samp>::iterator samp; 140 for (samp = m_Samplers.begin(); samp != m_Samplers.end(); ++samp)141 for (samp = m_Samplers.begin(); samp == m_Samplers.begin(); ++samp) 141 142 { 142 143 CTextureProperties textureProps(samp->m_SamplerFile); 143 144 textureProps.SetWrap(GL_CLAMP_TO_EDGE);