Fix GLTF nuking while using LL texture panel
parent
1b3f477ea4
commit
25ca098dc9
|
|
@ -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();
|
||||
|
|
|
|||
Loading…
Reference in New Issue