- more texture cleanup.

It is now in a state where FTexture really needs to be separated from FGameTexture.
This commit is contained in:
Christoph Oelckers 2020-04-15 18:59:14 +02:00
commit 83817080bb
21 changed files with 91 additions and 103 deletions

View file

@ -338,7 +338,7 @@ void VkRenderState::ApplyStreamData()
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->shaderspeed / 1000.);
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
else
mStreamData.timer = 0.0f;
@ -386,7 +386,7 @@ void VkRenderState::ApplyPushConstants()
if (mMaterial.mMaterial)
{
auto source = mMaterial.mMaterial->Source();
mPushConstants.uSpecularMaterial = { source->Glossiness, source->SpecularLevel };
mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
}
mPushConstants.uLightIndex = mLightIndex;