- two uninformative ones in TextureBuilder
- very noisy one in tied-property-list
template<typename T> SGPropertyNode_ptr Tie( SGPropertyNode_ptr node, const SGRawValue<T> &rawValue, bool useDefault = true ) {
bool success = node->tie( rawValue, useDefault );
if( success ) {
- SG_LOG( SG_GENERAL, SG_DEBUG, "Tied " << node->getPath() );
push_back( node );
} else {
#if PROPS_STANDALONE
void Untie() {
while( ! empty() ) {
- SG_LOG( SG_GENERAL, SG_DEBUG, "untie of " << back()->getPath() );
back()->untie();
pop_back();
}
// Using 6 separate images
if(texturesProp) {
-
- SG_LOG(SG_INPUT, SG_DEBUG, "try 6 images ");
-
CubeMapTuple _tuple = makeCubeMapTuple(effect, texturesProp);
CubeMap::iterator itr = _cubemaps.find(_tuple);
// Using 1 cross image
else if(crossProp) {
- SG_LOG(SG_INPUT, SG_DEBUG, "try cross map ");
-
std::string texname = crossProp->getStringValue();
// Try to find existing cube map