Fixed a bug where materials weren't assigned to scene on first import.
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9437db7bc5
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400db80d25
1 changed files with 13 additions and 7 deletions
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@ -858,12 +858,11 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
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String ext_name = p_base_path.plus_file(_make_extname(mat->get_name()) + ".material");
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if (p_keep_materials && FileAccess::exists(ext_name)) {
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//if exists, use it
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Ref<Material> existing = ResourceLoader::load(ext_name);
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p_materials[mat] = existing;
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p_materials[mat] = ResourceLoader::load(ext_name);
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} else {
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ResourceSaver::save(ext_name, mat, ResourceSaver::FLAG_CHANGE_PATH);
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p_materials[mat] = mat;
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p_materials[mat] = ResourceLoader::load(ext_name);
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}
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}
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@ -887,7 +886,8 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
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String ext_name = p_base_path.plus_file(_make_extname(mesh->get_name()) + ".mesh");
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ResourceSaver::save(ext_name, mesh, ResourceSaver::FLAG_CHANGE_PATH);
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p_meshes[mesh] = mesh;
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p_meshes[mesh] = ResourceLoader::load(ext_name);
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p_node->set(E->get().name, p_meshes[mesh]);
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mesh_just_added = true;
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}
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}
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@ -907,18 +907,24 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
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;
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if (FileAccess::exists(ext_name)) {
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//if exists, use it
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Ref<Material> existing = ResourceLoader::load(ext_name);
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p_materials[mat] = existing;
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p_materials[mat] = ResourceLoader::load(ext_name);
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} else {
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ResourceSaver::save(ext_name, mat, ResourceSaver::FLAG_CHANGE_PATH);
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p_materials[mat] = mat;
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p_materials[mat] = ResourceLoader::load(ext_name);
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}
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}
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if (p_materials[mat] != mat) {
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mesh->surface_set_material(i, p_materials[mat]);
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//re-save the mesh since a material is now assigned
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if (p_make_meshes) {
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String ext_name = p_base_path.plus_file(_make_extname(mesh->get_name()) + ".mesh");
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ResourceSaver::save(ext_name, mesh, ResourceSaver::FLAG_CHANGE_PATH);
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p_meshes[mesh] = ResourceLoader::load(ext_name);
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}
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}
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}
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