if(info->parent->chunkId == MAT_BUMPMAP)
{
// To avoid messing up the diffuse texture if same bitmap is specified by mistake...
if(info->parent->chunkId == MAT_BUMPMAP)
{
// To avoid messing up the diffuse texture if same bitmap is specified by mistake...
- char bumpName[MAX_LOCATION+5];
- strcpy(bumpName, "BUMP:");
- strcat(bumpName, location);
- if(!mat.bumpMap)
+ if(displaySystem.GetTexture(location))
+ mat.bumpMap = null; // Bad bump map if it's the same as the diffuse map...
+ else if(!mat.bumpMap)
if(!mat.baseMap.Load(location, null, null) ||
!mat.baseMap.Convert(null, pixelFormat888, null) ||
!displaySystem.AddTexture(location, mat.baseMap))
if(!mat.baseMap.Load(location, null, null) ||
!mat.baseMap.Convert(null, pixelFormat888, null) ||
!displaySystem.AddTexture(location, mat.baseMap))