Fix shader custom texture filtering not set to default and overriding first texture slot settings on failure

This commit is contained in:
RaveYard 2024-03-15 10:34:02 +01:00 committed by Magnus Norddahl
commit 1f5e752f48

View file

@ -1376,6 +1376,7 @@ class GLDefsParser
{
if (!mlay.CustomShaderTextures[i])
{
mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::Default;
mlay.CustomShaderTextures[i] = TexMan.FindGameTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
if (!mlay.CustomShaderTextures[i])
{
@ -1404,15 +1405,18 @@ class GLDefsParser
sc.MustGetString();
if (sc.Compare("nearest"))
{
mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::NearestMipLinear;
if(okay)
mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::NearestMipLinear;
}
else if (sc.Compare("linear"))
{
mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::LinearMipLinear;
if (okay)
mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::LinearMipLinear;
}
else if (sc.Compare("default"))
{
mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::Default;
if (okay)
mlay.CustomShaderTextureSampling[texIndex] = MaterialLayerSampling::Default;
}
else
{