diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index e840636b61e..1de9fb9d0ea 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -659,13 +659,22 @@ void RasterizerCanvasGLES2::_batch_render_rects(const Batch &p_batch, Rasterizer glEnableVertexAttribArray(VS::ARRAY_COLOR); } + // We only want to set the GL wrapping mode if the texture is not already tiled (i.e. set in Import). + // This is an optimization left over from the legacy renderer. + // If we DID set tiling in the API, and reverted to clamped, then the next draw using this texture + // may use clamped mode incorrectly. + bool tex_is_already_tiled = tex.flags & VS::TEXTURE_FLAG_REPEAT; + switch (tex.tile_mode) { case BatchTex::TILE_FORCE_REPEAT: { state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true); } break; case BatchTex::TILE_NORMAL: { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + // if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat + if (!tex_is_already_tiled) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } } break; default: { } break; @@ -689,8 +698,11 @@ void RasterizerCanvasGLES2::_batch_render_rects(const Batch &p_batch, Rasterizer state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false); } break; case BatchTex::TILE_NORMAL: { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + // if the texture is imported as tiled, no need to revert GL state + if (!tex_is_already_tiled) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } } break; default: { } break;