Fix GLTF nuking while using LL texture panel

meow-7.2.2
Hecklezz 2025-04-14 04:31:53 +10:00
parent 1b3f477ea4
commit 25ca098dc9
1 changed files with 5 additions and 5 deletions

View File

@ -220,10 +220,10 @@ void getSelectedGLTFMaterialMaxRepeats(LLGLTFMaterial::TextureInfo channel, F32&
//
// local preview of material changes
class LLRenderMaterialFunctor : public LLSelectedTEFunctor
class FSRenderMaterialFunctor : public LLSelectedTEFunctor
{
public:
LLRenderMaterialFunctor(const LLUUID &id)
FSRenderMaterialFunctor(const LLUUID &id)
: mMatId(id)
{
}
@ -249,10 +249,10 @@ private:
// TODO: look at how to handle local textures, especially when saving materials
// - Would be nice if we had this in its own file so we could include it from both sides ... -Zi
//
class LLRenderMaterialOverrideFunctor : public LLSelectedNodeFunctor
class FSRenderMaterialOverrideFunctor : public LLSelectedNodeFunctor
{
public:
LLRenderMaterialOverrideFunctor(
FSRenderMaterialOverrideFunctor(
LLGLTFMaterial* material_to_apply,
U32 unsaved_changes
)
@ -1100,7 +1100,7 @@ void FSPanelFace::draw()
getGLTFMaterial(mat);
LLObjectSelectionHandle selected_objects = LLSelectMgr::getInstance()->getSelection();
LLRenderMaterialOverrideFunctor override_func(mat, mUnsavedChanges);
FSRenderMaterialOverrideFunctor override_func(mat, mUnsavedChanges);
selected_objects->applyToNodes(&override_func);
LLGLTFMaterialList::flushUpdates();