Game Development Community

AtlasInstance2::inspectPostApply bug

by Bill Vee · in Torque Game Engine Advanced · 09/19/2007 (4:50 pm) · 1 replies

The current code for 1.03 will default mLightmapDimension to 256 if you want it set to 0 so that the terrain won't create a lightmap.
As instructed in this TDN article you should be able to save a mission file with the mLightmapDimension set to 0.

Current code.
void AtlasInstance2::inspectPostApply()
{
   if ((mLightmapDimension < 0) || (!isPow2(mLightmapDimension)))
   {
      mLightmapDimension = 256;
      Con::errorf("Invalid lightmap dimension!");
   }

	setMaskBits(0xffffffff);
}

Fix
void AtlasInstance2::inspectPostApply()
{
   if ((mLightmapDimension < 0) || (!isPow2(mLightmapDimension)) [b]&& mLightmapDimension != 0[/b])
   {
      mLightmapDimension = 256;
      Con::errorf("Invalid lightmap dimension!");
   }

	setMaskBits(0xffffffff);
}

#1
09/19/2007 (5:21 pm)
D'oh! I got a little overzealous with my parameter validation. Good catch.