Remove some debug log messages
- two uninformative ones in TextureBuilder - very noisy one in tied-property-list
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@ -51,7 +51,6 @@ public:
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template<typename T> SGPropertyNode_ptr Tie( SGPropertyNode_ptr node, const SGRawValue<T> &rawValue, bool useDefault = true ) {
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template<typename T> SGPropertyNode_ptr Tie( SGPropertyNode_ptr node, const SGRawValue<T> &rawValue, bool useDefault = true ) {
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bool success = node->tie( rawValue, useDefault );
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bool success = node->tie( rawValue, useDefault );
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if( success ) {
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if( success ) {
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SG_LOG( SG_GENERAL, SG_DEBUG, "Tied " << node->getPath() );
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push_back( node );
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push_back( node );
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} else {
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} else {
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#if PROPS_STANDALONE
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#if PROPS_STANDALONE
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@ -125,7 +124,6 @@ public:
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void Untie() {
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void Untie() {
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while( ! empty() ) {
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while( ! empty() ) {
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SG_LOG( SG_GENERAL, SG_DEBUG, "untie of " << back()->getPath() );
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back()->untie();
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back()->untie();
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pop_back();
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pop_back();
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}
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}
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@ -455,9 +455,6 @@ Texture* CubeMapBuilder::build(Effect* effect, Pass* pass, const SGPropertyNode*
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// Using 6 separate images
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// Using 6 separate images
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if(texturesProp) {
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if(texturesProp) {
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SG_LOG(SG_INPUT, SG_DEBUG, "try 6 images ");
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CubeMapTuple _tuple = makeCubeMapTuple(effect, texturesProp);
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CubeMapTuple _tuple = makeCubeMapTuple(effect, texturesProp);
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CubeMap::iterator itr = _cubemaps.find(_tuple);
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CubeMap::iterator itr = _cubemaps.find(_tuple);
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@ -513,8 +510,6 @@ Texture* CubeMapBuilder::build(Effect* effect, Pass* pass, const SGPropertyNode*
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// Using 1 cross image
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// Using 1 cross image
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else if(crossProp) {
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else if(crossProp) {
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SG_LOG(SG_INPUT, SG_DEBUG, "try cross map ");
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std::string texname = crossProp->getStringValue();
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std::string texname = crossProp->getStringValue();
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// Try to find existing cube map
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// Try to find existing cube map
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