diff --git a/src/Editor/Asset/EnvironmentLoader.cpp b/src/Editor/Asset/EnvironmentLoader.cpp index be4a2bc..93efd20 100644 --- a/src/Editor/Asset/EnvironmentLoader.cpp +++ b/src/Editor/Asset/EnvironmentLoader.cpp @@ -205,6 +205,5 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset asset->skybox = std::move(cubeMap); asset->irradianceMap = std::move(convolutedMap); - asset->specularMap = std::move(cubeMap); graphics->waitDeviceIdle(); } diff --git a/src/Editor/main.cpp b/src/Editor/main.cpp index 2fa89f7..67bf009 100644 --- a/src/Editor/main.cpp +++ b/src/Editor/main.cpp @@ -1,10 +1,10 @@ #include "Asset/AssetImporter.h" #include "Asset/AssetRegistry.h" +#include "Asset/EnvironmentLoader.h" #include "Asset/FontLoader.h" #include "Asset/MaterialLoader.h" #include "Asset/MeshLoader.h" #include "Asset/TextureLoader.h" -#include "Asset/EnvironmentLoader.h" #include "Graphics/Initializer.h" #ifdef __APPLE__ #include "Graphics/Metal/Graphics.h" @@ -50,9 +50,11 @@ int main() { AssetImporter::importEnvironmentMap(EnvironmentImportArgs{ .filePath = sourcePath / "import" / "textures" / "newport_loft.hdr", }); - AssetImporter::importTexture(TextureImportArgs{.filePath = sourcePath / "import" / "texture" / "Dirt.png", .importPath = ""}); - - + AssetImporter::importTexture(TextureImportArgs{ + .filePath = sourcePath / "import" / "textures" / "grass_block_side.png", + .importPath = "", + }); + getThreadPool().waitIdle(); vd->commitMeshes(); WindowCreateInfo mainWindowInfo = { diff --git a/src/Engine/Containers/Tree.h b/src/Engine/Containers/Tree.h index 253feb5..a54b5f9 100644 --- a/src/Engine/Containers/Tree.h +++ b/src/Engine/Containers/Tree.h @@ -61,13 +61,15 @@ template rightChild == nullptr) { - Node* temp = node; - node = node->parent; - // walk up hierarchy until we were the left subtree of any parent - // this means that that parent is the correct next element - while (node->rightChild == temp) { - temp = node; + if (node->parent != nullptr) { + Node* temp = node; node = node->parent; + // walk up hierarchy until we were the left subtree of any parent + // this means that that parent is the correct next element + while (node->rightChild == temp) { + temp = node; + node = node->parent; + } } } else { // if there is a right subtree, descend there @@ -153,6 +155,7 @@ template getLightEnvironment()->getEnvironmentMap()->getIrradianceMap(), - .night = scene->getLightEnvironment()->getEnvironmentMap()->getIrradianceMap(), + .day = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(), + .night = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(), .fogColor = Vector(0.1, 0.1, 0.8), .blendFactor = 0, };