Fix textures with the PCM library.

This commit is contained in:
Relintai 2022-02-24 10:32:49 +01:00
parent 4978e6c35f
commit 1e056b03e2

View File

@ -78,42 +78,43 @@ void Terrain2DTerrain2DJob::phase_library_setup() {
if (lib->supports_caching()) {
if (!_chunk->material_cache_key_has()) {
lib->material_cache_get_key(_chunk);
} else {
Ref<Terrain2DMaterialCache> cache = lib->material_cache_get(_chunk->material_cache_key_get());
}
if (!cache.is_valid()) {
//Try a fallback texture
Ref<Terrain2DChunkDefault> cd = _chunk;
if (cd.is_valid()) {
Ref<Texture> tex = lib->texture_get();
if (tex.is_valid()) {
cd->mesh_rid_set(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_TEXTURE_RID, tex->get_rid());
}
}
next_phase();
return;
}
//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
while (!cache->get_initialized()) {
//Means it's currently merging the atlases on a different thread.
//Let's just wait
OS::get_singleton()->delay_usec(100);
}
Ref<Terrain2DMaterialCache> cache = lib->material_cache_get(_chunk->material_cache_key_get());
if (!cache.is_valid()) {
//Try a fallback texture
Ref<Terrain2DChunkDefault> cd = _chunk;
if (cd.is_valid()) {
Ref<Texture> tex = cache->texture_get_merged();
Ref<Texture> tex = lib->texture_get();
if (tex.is_valid()) {
cd->mesh_rid_set(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_TEXTURE_RID, tex->get_rid());
}
}
next_phase();
return;
}
//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
while (!cache->get_initialized()) {
//Means it's currently merging the atlases on a different thread.
//Let's just wait
OS::get_singleton()->delay_usec(100);
}
Ref<Terrain2DChunkDefault> cd = _chunk;
if (cd.is_valid()) {
Ref<Texture> tex = cache->texture_get_merged();
if (tex.is_valid()) {
cd->mesh_rid_set(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_TEXTURE_RID, tex->get_rid());
}
}
} else {
Ref<Terrain2DChunkDefault> cd = _chunk;