@@ -534,7 +534,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
|
||||
}
|
||||
// Sample Texture
|
||||
case 9:
|
||||
// Procedural Texture Sample
|
||||
// Procedural Sample Texture
|
||||
case 17:
|
||||
{
|
||||
// Get input boxes
|
||||
@@ -739,7 +739,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
|
||||
const int32 samplerIndex = node->Values.Count() >= 4 ? node->Values[3].AsInt : LinearWrap;
|
||||
if (samplerIndex == TextureGroup)
|
||||
{
|
||||
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[3].AsInt);
|
||||
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[5].AsInt);
|
||||
samplerName = *textureGroupSampler.ShaderName;
|
||||
}
|
||||
else if (samplerIndex >= 0 && samplerIndex < ARRAY_COUNT(SamplerNames))
|
||||
@@ -828,7 +828,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
|
||||
const int32 samplerIndex = node->Values[3].AsInt;
|
||||
if (samplerIndex == TextureGroup)
|
||||
{
|
||||
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[3].AsInt);
|
||||
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[5].AsInt);
|
||||
samplerName = *textureGroupSampler.ShaderName;
|
||||
}
|
||||
else if (samplerIndex >= 0 && samplerIndex < ARRAY_COUNT(SamplerNames))
|
||||
|
||||
Reference in New Issue
Block a user