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Commit 5c26854e authored by Amorilia's avatar Amorilia
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Finish last commit.

parent 6ac41532
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......@@ -258,7 +258,7 @@ void ComplexShape::Merge( NiAVObject * root ) {
vector<NiPropertyRef> current_property_group = (*geom)->GetProperties();
//Special code to handle the Bethesda Skyrim properties
array<2, NiPropertyRef> bs_properties = (*geom)->getBSProperties();
array<2, NiPropertyRef> bs_properties = (*geom)->GetBSProperties();
if(bs_properties[0] != NULL) {
current_property_group.push_back(bs_properties[0]);
}
......@@ -396,14 +396,14 @@ void ComplexShape::Merge( NiAVObject * root ) {
if(niProp != NULL) {
bsTexProp = DynamicCast<BSShaderTextureSet>(niProp);
}
niProp = (*geom)->getBSProperties()[0];
niProp = (*geom)->GetBSProperties()[0];
if(niProp != NULL && niProp->GetType().IsSameType(BSLightingShaderProperty::TYPE)) {
BSLightingShaderPropertyRef bs_shader = DynamicCast<BSLightingShaderProperty>(niProp);
if(bs_shader->getTextureSet() != NULL) {
bsTexProp = bs_shader->getTextureSet();
}
}
niProp = (*geom)->getBSProperties()[1];
niProp = (*geom)->GetBSProperties()[1];
if(niProp != NULL && niProp->GetType().IsSameType(BSLightingShaderProperty::TYPE)) {
BSLightingShaderPropertyRef bs_shader = DynamicCast<BSLightingShaderProperty>(niProp);
if(bs_shader->getTextureSet() != NULL) {
......@@ -952,7 +952,7 @@ Ref<NiAVObject> ComplexShape::Split( NiNode * parent, Matrix44 & transform, int
array<2, NiPropertyRef> bs_properties;
bs_properties[0] = shader_property;
bs_properties[1] = alpha_property;
shapes[shape_num]->setBSProperties(bs_properties);
shapes[shape_num]->SetBSProperties(bs_properties);
}
}
......
......@@ -20,7 +20,7 @@ BOOST_AUTO_TEST_CASE(write_incomplete_tree_test)
// create a simple nif tree with BSLightingShaderProperty
NiTriShapeRef shape = new NiTriShape;
BSLightingShaderPropertyRef prop = new BSLightingShaderProperty;
shape->setBSProperty(0, prop);
shape->SetBSProperty(0, StaticCast<NiPropertyRef>(prop));
BOOST_CHECK_NO_THROW(WriteNifTree(ss, shape));
ss.seekg(0);
NiObjectRef root;
......
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