Potencially fix nan's on octahedral tangents in RenderingServer
(cherry picked from commit 1d16704faf
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@ -647,11 +647,11 @@ SpriteBase3D::SpriteBase3D() {
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// Create basic mesh and store format information.
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// Create basic mesh and store format information.
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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mesh_normals.write[i] = Vector3(0.0, 0.0, 0.0);
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mesh_normals.write[i] = Vector3(0.0, 0.0, 1.0);
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mesh_tangents.write[i * 4 + 0] = 0.0;
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mesh_tangents.write[i * 4 + 0] = 1.0;
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mesh_tangents.write[i * 4 + 1] = 0.0;
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mesh_tangents.write[i * 4 + 1] = 0.0;
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mesh_tangents.write[i * 4 + 2] = 0.0;
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mesh_tangents.write[i * 4 + 2] = 0.0;
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mesh_tangents.write[i * 4 + 3] = 0.0;
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mesh_tangents.write[i * 4 + 3] = 1.0;
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mesh_colors.write[i] = Color(1.0, 1.0, 1.0, 1.0);
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mesh_colors.write[i] = Color(1.0, 1.0, 1.0, 1.0);
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mesh_uvs.write[i] = Vector2(0.0, 0.0);
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mesh_uvs.write[i] = Vector2(0.0, 0.0);
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mesh_vertices.write[i] = Vector3(0.0, 0.0, 0.0);
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mesh_vertices.write[i] = Vector3(0.0, 0.0, 0.0);
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