From 845cede4cf7bb3681ead0940ac15f44d2816672b Mon Sep 17 00:00:00 2001 From: Joshua Goins Date: Tue, 3 Jun 2025 05:50:10 -0400 Subject: [PATCH] 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. --- renderer/src/gamerenderer.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/renderer/src/gamerenderer.cpp b/renderer/src/gamerenderer.cpp index 8e2a411..ed4b4ea 100644 --- a/renderer/src/gamerenderer.cpp +++ b/renderer/src/gamerenderer.cpp @@ -1338,7 +1338,8 @@ GameRenderer::createDescriptorFor(const DrawObject *object, const CachedPipeline } else if (strcmp(name, "g_SamplerLightSpecular") == 0) { Q_ASSERT(material); info->imageView = m_lightSpecularBuffer.imageView; - } else if (strcmp(name, "g_SamplerDiffuse") == 0 && material->diffuseTexture.has_value()) { + } else if ((strcmp(name, "g_SamplerDiffuse") == 0 || strcmp(name, "g_SamplerDecal") == 0) && material->diffuseTexture.has_value()) { + // NOTE: the g_SamplerDecal is 100% a guess, i'm almost certain it's another texture Q_ASSERT(material); info->imageView = material->diffuseTexture->imageView; } else if (strcmp(name, "g_SamplerSpecular") == 0 && material->specularTexture.has_value()) {