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Add hacky workaround for g_SamplerDecal
I'm 100% certain this is another texture, but let's fill it with the diffuse texture for now.
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1 changed files with 2 additions and 1 deletions
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@ -1338,7 +1338,8 @@ GameRenderer::createDescriptorFor(const DrawObject *object, const CachedPipeline
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} else if (strcmp(name, "g_SamplerLightSpecular") == 0) {
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Q_ASSERT(material);
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info->imageView = m_lightSpecularBuffer.imageView;
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} else if (strcmp(name, "g_SamplerDiffuse") == 0 && material->diffuseTexture.has_value()) {
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} else if ((strcmp(name, "g_SamplerDiffuse") == 0 || strcmp(name, "g_SamplerDecal") == 0) && material->diffuseTexture.has_value()) {
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// NOTE: the g_SamplerDecal is 100% a guess, i'm almost certain it's another texture
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Q_ASSERT(material);
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info->imageView = material->diffuseTexture->imageView;
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} else if (strcmp(name, "g_SamplerSpecular") == 0 && material->specularTexture.has_value()) {
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