Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- else if(value->key == OVRValue::kParam_TextureSet) {
- BGSTextureSet * textureSet = (BGSTextureSet *)value->data.p;
- if(textureSet)
- {
- if(immediate)
- {
- char buffer[MAX_PATH];
- for(UInt32 i = 0; i < BSTextureSet::kNumTextures; i++)
- {
- const char * texturePath = textureSet->textureSet.GetTexturePath(i);
- if(texturePath)
- {
- strcpy_s(buffer, MAX_PATH, "Data\\Textures\\");
- strcat_s(buffer, MAX_PATH, texturePath);
- material->textureSet->SetTexturePath(i, buffer);
- }
- }
- material->ReleaseTextures();
- CALL_MEMBER_FN(lightingShader, InvalidateTextures)(0);
- }
- else
- CALL_MEMBER_FN(BSTaskPool::GetSingleton(), SetNiGeometryTexture)(geometry, textureSet);
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement