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| author | Juan Linietsky <reduzio@gmail.com> | 2019-09-15 01:01:52 -0300 |
|---|---|---|
| committer | Juan Linietsky <reduzio@gmail.com> | 2020-02-11 12:01:24 +0100 |
| commit | dd3682e5feb433117fbf62c363c7ba6ff214f8fa (patch) | |
| tree | ebe83f2fb472140c4ae267fd5f4a7db7525acbc1 /editor/plugins/material_editor_plugin.cpp | |
| parent | 6deffa62fbd1e91873afa663630b788b9ffabee3 (diff) | |
| download | redot-engine-dd3682e5feb433117fbf62c363c7ba6ff214f8fa.tar.gz | |
Modernized default 3D material, fixes material bugs.
Diffstat (limited to 'editor/plugins/material_editor_plugin.cpp')
| -rw-r--r-- | editor/plugins/material_editor_plugin.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp index c4e6d37e7f..4e44082853 100644 --- a/editor/plugins/material_editor_plugin.cpp +++ b/editor/plugins/material_editor_plugin.cpp @@ -237,18 +237,18 @@ MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) { add_inspector_plugin(plugin); } -String SpatialMaterialConversionPlugin::converts_to() const { +String StandardMaterial3DConversionPlugin::converts_to() const { return "ShaderMaterial"; } -bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const { +bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const { - Ref<SpatialMaterial> mat = p_resource; + Ref<StandardMaterial3D> mat = p_resource; return mat.is_valid(); } -Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const { +Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const { - Ref<SpatialMaterial> mat = p_resource; + Ref<StandardMaterial3D> mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>()); Ref<ShaderMaterial> smat; @@ -268,7 +268,7 @@ Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_re for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) { - // Texture parameter has to be treated specially since SpatialMaterial saved it + // Texture parameter has to be treated specially since StandardMaterial3D saved it // as RID but ShaderMaterial needs Texture itself Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name); if (texture.is_valid()) { |
