- more texture cleanup.
It is now in a state where FTexture really needs to be separated from FGameTexture.
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31035a6cea
commit
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21 changed files with 91 additions and 103 deletions
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@ -338,7 +338,7 @@ void VkRenderState::ApplyStreamData()
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mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->shaderspeed / 1000.);
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
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else
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mStreamData.timer = 0.0f;
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@ -386,7 +386,7 @@ void VkRenderState::ApplyPushConstants()
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if (mMaterial.mMaterial)
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{
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auto source = mMaterial.mMaterial->Source();
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mPushConstants.uSpecularMaterial = { source->Glossiness, source->SpecularLevel };
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mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
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}
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mPushConstants.uLightIndex = mLightIndex;
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