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Renamed lua binding, and use action to avoid concurrency issue

This commit is contained in:
florent.teppe 2022-08-03 23:05:35 +02:00
parent f78fa989ee
commit fc8838c7dd

View File

@ -52,12 +52,18 @@ namespace MWLua
api["triggerShaderReload"] = [context]() api["triggerShaderReload"] = [context]()
{ {
MWBase::Environment::get().getWorld()->getRenderingManager()->getResourceSystem()->getSceneManager()->getShaderManager().triggerShaderReload(); context.mLuaManager->addAction([]
{
MWBase::Environment::get().getWorld()->getRenderingManager()->getResourceSystem()->getSceneManager()->getShaderManager().triggerShaderReload();
});
}; };
api["togggleShaderHotReload"] = [context](bool value) api["setShaderHotReloadEnabled"] = [context](bool value)
{ {
MWBase::Environment::get().getWorld()->getRenderingManager()->getResourceSystem()->getSceneManager()->getShaderManager().setHotReloadEnabled(value); context.mLuaManager->addAction([value]
{
MWBase::Environment::get().getWorld()->getRenderingManager()->getResourceSystem()->getSceneManager()->getShaderManager().setHotReloadEnabled(value);
});
}; };
return LuaUtil::makeReadOnly(api); return LuaUtil::makeReadOnly(api);