Fix shader custom texture filtering not set to default and overriding first texture slot settings on failure
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parent
2c9f7c8c3e
commit
1f5e752f48
1 changed files with 7 additions and 3 deletions
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@ -1376,6 +1376,7 @@ class GLDefsParser
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{
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if (!mlay.CustomShaderTextures[i])
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{
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mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::Default;
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mlay.CustomShaderTextures[i] = TexMan.FindGameTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (!mlay.CustomShaderTextures[i])
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{
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@ -1404,15 +1405,18 @@ class GLDefsParser
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sc.MustGetString();
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if (sc.Compare("nearest"))
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{
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mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::NearestMipLinear;
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if(okay)
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mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::NearestMipLinear;
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}
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else if (sc.Compare("linear"))
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{
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mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::LinearMipLinear;
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if (okay)
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mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::LinearMipLinear;
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}
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else if (sc.Compare("default"))
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{
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mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::Default;
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if (okay)
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mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::Default;
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}
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else
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{
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