Avoid material rebinds when using skeletons
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@ -2501,16 +2501,16 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
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if (skeleton != prev_skeleton) {
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if (skeleton) {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software);
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} else {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
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if ((prev_skeleton == nullptr) != (skeleton == nullptr)) {
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if (skeleton) {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software);
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} else {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
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}
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rebind = true;
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}
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rebind = true;
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}
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if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
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