[IMaterial] Better statebits
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2c3f445f8f
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@ -160,9 +160,9 @@ namespace Assets
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asset->info.sortKey = header.material->info.sortKey;
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asset->info.sortKey = header.material->info.sortKey;
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// This is temp, as nobody has time to fix materials
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// This is temp, as nobody has time to fix materials
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// asset->stateBitsCount = header.material->stateBitsCount;
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asset->stateBitsCount = header.material->stateBitsCount;
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// asset->stateBitTable = header.material->stateBitTable;
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asset->stateBitsTable = header.material->stateBitsTable;
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// std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
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std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
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asset->constantCount = header.material->constantCount;
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asset->constantCount = header.material->constantCount;
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asset->constantTable = header.material->constantTable;
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asset->constantTable = header.material->constantTable;
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@ -218,7 +218,7 @@ namespace Assets
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Components::Logger::Error("Material data left!");
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Components::Logger::Error("Material data left!");
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}
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}
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char baseIndex = 0;
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/*char baseIndex = 0;
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for (char i = 0; i < asset->stateBitsCount; ++i)
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for (char i = 0; i < asset->stateBitsCount; ++i)
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{
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{
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auto stateBits = asset->stateBitsTable[i];
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auto stateBits = asset->stateBitsTable[i];
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@ -241,7 +241,7 @@ namespace Assets
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{
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{
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asset->stateBitsEntry[i] = baseIndex;
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asset->stateBitsEntry[i] = baseIndex;
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}
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}
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}
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}*/
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}
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}
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void IMaterial::loadNative(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
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void IMaterial::loadNative(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
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