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Mark lightMappingMaterial shaders for building correctly #1781
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Wouldn't cubemaps being unavailable give you the version with specular mapping enabled but reflective specular disabled?
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Yeah? Reflective specular isn't used if there are no cubemaps available, so I'm not sure what the question is here.
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Never mind, I thought there would be a compile option for enable specular but there isn't.
But in any case, the branch doesn't work for me. If I load Parpax with reflection mapping enabled, I get about 5 single shader builds after running
buildcubemaps
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Should work correctly now.
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Still not working on my end - with the test in the previous comment I get the same results. The variants with reflective specular enabled are not pre-built.