diff --git a/prop_instance_merger.cpp b/prop_instance_merger.cpp index 40de33d..23fee43 100644 --- a/prop_instance_merger.cpp +++ b/prop_instance_merger.cpp @@ -48,6 +48,7 @@ typedef class RenderingServer VS; #include "./props/prop_data_light.h" #include "./props/prop_data_prop.h" #include "./props/prop_data_scene.h" +#include "material_cache/prop_material_cache.h" #if TEXTURE_PACKER_PRESENT #include "./singleton/prop_cache.h" @@ -410,24 +411,25 @@ void PropInstanceMerger::_build() { return; } -//! -//job->cache -//this->cache -//job->cache = cache -//job -> if !has cache query -> buildings can use this to only have one material per building + Ref cache = PropCache::get_singleton()->material_cache_get(_prop_data); -//move this to job -//#if TEXTURE_PACKER_PRESENT - //Ref packer; // = PropCache::get_singleton()->get_or_create_texture_threaded(_prop_data); - /* - if (packer->get_generated_texture_count() == 0) { - _building = false; - _build_queued = true; - return; + if (!cache->get_initialized()) { + cache->mutex_lock(); + + //check again, this thread might have gotten here after an another one already did the initialization! + if (!cache->get_initialized()) { + //this will set up materials, and settings + cache->initial_setup_default(); + + cache->prop_add_textures(_prop_data); + + cache->refresh_rects(); + } + + cache->mutex_unlock(); } -*/ -// _job->set_texture_packer(packer); -//#endif + + _job->set_material_cache(cache); for (int i = 0; i < get_child_count(); ++i) { Node *n = get_child(i);