Merge pull request #53369 from RandomShaper/fix_shader_state_3.x
[3.x] Reset scene conditionals assumed to be false
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37847eb94d
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@ -1924,8 +1924,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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state.current_depth_test = true;
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glEnable(GL_DEPTH_TEST);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
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state.current_blend_mode = -1;
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state.current_line_width = -1;
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state.current_depth_draw = -1;
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@ -1938,16 +1936,20 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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int current_blend_mode = -1;
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uint32_t prev_shading = 0xFFFFFFFF;
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RasterizerStorageGLES3::Skeleton *prev_skeleton = nullptr;
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state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set)
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RasterizerStorageGLES3::Skeleton *prev_skeleton = nullptr;
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
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bool first = true;
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bool prev_use_instancing = false;
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false);
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bool prev_octahedral_compression = false;
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state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
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storage->info.render.draw_call_count += p_element_count;
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bool prev_opaque_prepass = false;
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false);
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for (int i = 0; i < p_element_count; i++) {
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RenderList::Element *e = p_elements[i];
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