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Fixes decals with default normal texture.
Differential Revision: https://code.wildfiregames.com/D4966 This was SVN commit r27576.
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2022 Wildfire Games.
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/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -34,6 +34,7 @@
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#include "graphics/TextureManager.h"
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#include "lib/rand.h"
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#include "ps/CLogger.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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@@ -84,7 +85,12 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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for (const CObjectBase::Samp& samp : m_Samplers)
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{
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CTextureProperties textureProps(samp.m_SamplerFile);
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textureProps.SetAddressMode(Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER);
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// TODO: replace all samplers by CLAMP_TO_EDGE after decals
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// refactoring. Also we need to avoid custom border colors.
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textureProps.SetAddressMode(
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samp.m_SamplerName == str_baseTex
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? Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER
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: Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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// TODO: Should check which renderpath is selected and only preload the necessary textures.
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texture->Prefetch();
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