Ensure that 2D meshes use a proper input mask
The input mask was wrongly ignored in earlier versions. Now it is actually used so the input mask variable needs to be a valid number
(cherry picked from commit 777d6ae1c6
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@ -1383,7 +1383,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
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GLuint vertex_array_gl = 0;
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GLuint index_array_gl = 0;
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uint64_t input_mask = 0; // 2D meshes always use the same vertex format.
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uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format.
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if (mesh_instance.is_valid()) {
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mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
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} else {
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