Rename Diffuse to BaseColor
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@@ -36,7 +36,7 @@ namespace Nz
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{
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m_basicOptionIndexes.alphaTest = materialSettings->GetOptionIndex("AlphaTest");
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m_basicOptionIndexes.hasAlphaMap = materialSettings->GetOptionIndex("HasAlphaMap");
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m_basicOptionIndexes.hasDiffuseMap = materialSettings->GetOptionIndex("HasDiffuseMap");
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m_basicOptionIndexes.hasBaseColorMap = materialSettings->GetOptionIndex("HasBaseColorMap");
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m_pbrOptionIndexes.hasEmissiveMap = materialSettings->GetOptionIndex("HasEmissiveMap");
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m_pbrOptionIndexes.hasHeightMap = materialSettings->GetOptionIndex("HasHeightMap");
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@@ -46,7 +46,7 @@ namespace Nz
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m_pbrOptionIndexes.hasSpecularMap = materialSettings->GetOptionIndex("HasSpecularMap");
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m_basicTextureIndexes.alpha = materialSettings->GetTextureIndex("Alpha");
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m_basicTextureIndexes.diffuse = materialSettings->GetTextureIndex("Diffuse");
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m_basicTextureIndexes.baseColor = materialSettings->GetTextureIndex("BaseColor");
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m_pbrTextureIndexes.emissive = materialSettings->GetTextureIndex("Emissive");
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m_pbrTextureIndexes.height = materialSettings->GetTextureIndex("Height");
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@@ -57,7 +57,7 @@ namespace Nz
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if (m_uniformBlockIndex != MaterialSettings::InvalidIndex)
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{
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m_basicUniformOffsets.alphaThreshold = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AlphaThreshold");
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m_basicUniformOffsets.diffuseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "DiffuseColor");
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m_basicUniformOffsets.baseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "BaseColor");
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m_pbrUniformOffsets.ambientColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AmbientColor");
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m_pbrUniformOffsets.shininess = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "Shininess");
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@@ -66,7 +66,7 @@ namespace Nz
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else
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{
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m_basicUniformOffsets.alphaThreshold = MaterialSettings::InvalidIndex;
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m_basicUniformOffsets.diffuseColor = MaterialSettings::InvalidIndex;
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m_basicUniformOffsets.baseColor = MaterialSettings::InvalidIndex;
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m_pbrUniformOffsets.ambientColor = MaterialSettings::InvalidIndex;
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m_pbrUniformOffsets.shininess = MaterialSettings::InvalidIndex;
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@@ -123,7 +123,7 @@ namespace Nz
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AccessByOffset<float&>(bufferData.data(), m_pbrUniformOffsets.shininess) = shininess;
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}
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void PhysicallyBasedMaterial::SetSpecularColor(const Color& diffuse)
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void PhysicallyBasedMaterial::SetSpecularColor(const Color& specular)
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{
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NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
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