From 1ec481922c73674702e8740fd15b34d1a199f2f4 Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Mon, 1 Oct 2018 14:54:34 -0700 Subject: [PATCH] don't render particles without textures --- .../src/RenderableParticleEffectEntityItem.cpp | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp index 1a263fba79..d82cbc4623 100644 --- a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp @@ -310,7 +310,7 @@ void ParticleEffectEntityRenderer::stepSimulation() { } void ParticleEffectEntityRenderer::doRender(RenderArgs* args) { - if (!_visible) { + if (!_visible || !(_networkTexture && _networkTexture->isLoaded())) { return; } @@ -318,11 +318,7 @@ void ParticleEffectEntityRenderer::doRender(RenderArgs* args) { stepSimulation(); gpu::Batch& batch = *args->_batch; - if (_networkTexture && _networkTexture->isLoaded()) { - batch.setResourceTexture(0, _networkTexture->getGPUTexture()); - } else { - batch.setResourceTexture(0, DependencyManager::get()->getWhiteTexture()); - } + batch.setResourceTexture(0, _networkTexture->getGPUTexture()); Transform transform; // The particles are in world space, so the transform is unused, except for the rotation, which we use