From 3db61ce91c3d2ee0e91217e8ccae45007fd3a2bf Mon Sep 17 00:00:00 2001 From: clayjohn Date: Tue, 7 Apr 2020 10:34:35 -0700 Subject: [PATCH] Avoid material rebinds when using skeletons --- drivers/gles2/rasterizer_scene_gles2.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 8d4c6e87fa0..2ba2147de93 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -2501,16 +2501,16 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); if (skeleton != prev_skeleton) { - - if (skeleton) { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software); - } else { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false); + if ((prev_skeleton == nullptr) != (skeleton == nullptr)) { + if (skeleton) { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software); + } else { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false); + } + rebind = true; } - - rebind = true; } if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {