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author | Valerio Virgillito | 2012-03-13 11:15:34 -0700 |
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committer | Valerio Virgillito | 2012-03-13 11:15:34 -0700 |
commit | f6b958360d82854bdaf51848e7fd715d1f633179 (patch) | |
tree | 80f6c08bb730089bdd3f26310df8d2363f9ba863 /js/lib/rdge/materials/bump-metal-material.js | |
parent | c24f58c10231c30d3a8a4c9fb9a4f395dd746180 (diff) | |
parent | 4d7b86f55c504ee4e8c2460cf6b60cb9a2cf18f0 (diff) | |
download | ninja-f6b958360d82854bdaf51848e7fd715d1f633179.tar.gz |
Merge pull request #105 from joseeight/FileIO-Build-Candidate
File I/O adding webGL/canvas data functionality
Diffstat (limited to 'js/lib/rdge/materials/bump-metal-material.js')
-rwxr-xr-x | js/lib/rdge/materials/bump-metal-material.js | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js index 61126952..fa6f5300 100755 --- a/js/lib/rdge/materials/bump-metal-material.js +++ b/js/lib/rdge/materials/bump-metal-material.js | |||
@@ -75,7 +75,7 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
75 | this.setProperty = function( prop, value ) | 75 | this.setProperty = function( prop, value ) |
76 | { | 76 | { |
77 | // every material should do something with the "color" property | 77 | // every material should do something with the "color" property |
78 | if (prop === "color") prop = "lightDiff"; | 78 | if (prop === "color") return; |
79 | 79 | ||
80 | // make sure we have legitimate imput | 80 | // make sure we have legitimate imput |
81 | var ok = this.validateProperty( prop, value ); | 81 | var ok = this.validateProperty( prop, value ); |
@@ -116,7 +116,7 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
116 | this._shader['default'].u_light0Diff.set( this.getLightDiff() ); | 116 | this._shader['default'].u_light0Diff.set( this.getLightDiff() ); |
117 | 117 | ||
118 | // set up the material node | 118 | // set up the material node |
119 | this._materialNode = createMaterialNode( this.getShaderName() ); | 119 | this._materialNode = createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() ); |
120 | this._materialNode.setShader(this._shader); | 120 | this._materialNode.setShader(this._shader); |
121 | 121 | ||
122 | // set some image maps | 122 | // set some image maps |
@@ -158,10 +158,14 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
158 | var exportStr = "material: " + this.getShaderName() + "\n"; | 158 | var exportStr = "material: " + this.getShaderName() + "\n"; |
159 | exportStr += "name: " + this.getName() + "\n"; | 159 | exportStr += "name: " + this.getName() + "\n"; |
160 | 160 | ||
161 | var world = this.getWorld(); | ||
162 | if (!world) | ||
163 | throw new Error( "no world in material.export, " + this.getName() ); | ||
164 | |||
161 | exportStr += "lightDiff: " + this.getLightDiff() + "\n"; | 165 | exportStr += "lightDiff: " + this.getLightDiff() + "\n"; |
162 | exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; | 166 | exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; |
163 | exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; | 167 | exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; |
164 | exportStr += "normalMap: " + this.getNormalTexture() + "\n"; | 168 | exportStr += "normalMap: " + this.getNormalTexture() + "\n"; |
165 | 169 | ||
166 | // every material needs to terminate like this | 170 | // every material needs to terminate like this |
167 | exportStr += "endMaterial\n"; | 171 | exportStr += "endMaterial\n"; |