mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Moved material editing from component window to asset editor
- EditorContentManager now returns null if asset wasn't found (instead of crashing) - FixUp asset identifier when dragging from asset browser - Lock current asset in properties editor
This commit is contained in:
@@ -91,7 +91,7 @@ namespace Sandbox
|
||||
|
||||
//effectLibrary.LoadNoRefInc("content\\Shaders\\testShader.hlsl");
|
||||
|
||||
var textureEffect = Content.LoadAsset<Effect>("Shaders\\textureShader.hlsl");
|
||||
Effect textureEffect = Content.LoadAsset<Effect>("Shaders\\textureShader.hlsl");
|
||||
|
||||
_depthTarget = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
|
||||
|
||||
@@ -214,7 +214,7 @@ namespace Sandbox
|
||||
|
||||
void TestLoadModel()
|
||||
{
|
||||
var testEffect = Content.LoadAsset<Effect>("Shaders\\testShader.hlsl");//Application.Get().EffectLibrary.Get("testShader");
|
||||
Effect testEffect = Content.LoadAsset<Effect>("Shaders\\testShader.hlsl");//Application.Get().EffectLibrary.Get("testShader");
|
||||
var materialTestMaterial = new Material(testEffect);
|
||||
animationMat = materialTestMaterial;
|
||||
|
||||
@@ -266,7 +266,7 @@ namespace Sandbox
|
||||
_world.Register<CameraComponent>();
|
||||
_world.Register<AnimationComponent>();
|
||||
|
||||
var basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
|
||||
Effect basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
|
||||
|
||||
testMaterial1 = new Material(basicEffect);
|
||||
testMaterial1.SetVariable("BaseColor", _squareColor0);
|
||||
@@ -352,7 +352,7 @@ namespace Sandbox
|
||||
|
||||
RenderCommand.SetBlendState(_opaqueBlendState);
|
||||
|
||||
var basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
|
||||
Effect basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
|
||||
|
||||
RenderCommand.SetRasterizerState(_rasterizerState);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user