Prevent shaders from being created when disabled
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533785ec9a
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@ -1109,18 +1109,22 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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/*
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Convert MeshCollector to SMesh
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*/
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_shaders = g_settings->getBool("enable_shaders");
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video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
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getShader("test_shader_1").material;
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video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
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getShader("test_shader_2").material;
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video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
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getShader("test_shader_3").material;
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video::E_MATERIAL_TYPE bumpmaps1 = m_gamedef->getShaderSource()->
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getShader("bumpmaps_solids").material;
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video::E_MATERIAL_TYPE bumpmaps2 = m_gamedef->getShaderSource()->
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getShader("bumpmaps_liquids").material;
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video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3, bumpmaps1, bumpmaps2;
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shadermat1 = shadermat2 = shadermat3 = bumpmaps1 = bumpmaps2 = video::EMT_SOLID;
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if (enable_shaders) {
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IShaderSource *shdrsrc = m_gamedef->getShaderSource();
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shadermat1 = shdrsrc->getShader("test_shader_1").material;
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shadermat2 = shdrsrc->getShader("test_shader_2").material;
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shadermat3 = shdrsrc->getShader("test_shader_3").material;
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if (enable_bumpmapping) {
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bumpmaps1 = shdrsrc->getShader("bumpmaps_solids").material;
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bumpmaps2 = shdrsrc->getShader("bumpmaps_liquids").material;
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}
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}
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for(u32 i = 0; i < collector.prebuffers.size(); i++)
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{
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