From 0fb41c9a88f4e430d8bbd965d7fd3b5ce53a9d5f Mon Sep 17 00:00:00 2001 From: Joshua Goins Date: Tue, 3 Jun 2025 05:23:23 -0400 Subject: [PATCH] Make the material model static for now I don't know how I broke the skinned mode in both renderers, but it's not really used here. I can re-enable it later once it doesn't become a problem. --- apps/mateditor/src/materialview.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/apps/mateditor/src/materialview.cpp b/apps/mateditor/src/materialview.cpp index 310e616..f61635b 100644 --- a/apps/mateditor/src/materialview.cpp +++ b/apps/mateditor/src/materialview.cpp @@ -39,7 +39,7 @@ void MaterialView::addSphere(physis_Material material) std::string skelNameStd = skelName.toStdString(); mdlPart->setSkeleton(physis_parse_skeleton(physis_gamedata_extract_file(data, skelNameStd.c_str()))); - mdlPart->addModel(m_mdl, true, glm::vec3(), QStringLiteral("mdl"), {material}, 0); + mdlPart->addModel(m_mdl, false, glm::vec3(), QStringLiteral("mdl"), {material}, 0); } #include "moc_materialview.cpp"