Avoid material rebind when using skeleton

This commit is contained in:
clayjohn 2020-04-07 10:35:58 -07:00
parent df87601c88
commit 4d32652851
1 changed files with 9 additions and 9 deletions

View File

@ -2451,7 +2451,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
if (skeleton != prev_skeleton) {
if ((prev_skeleton == NULL) != (skeleton == NULL)) {
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);
@ -2459,9 +2459,9 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
}
rebind = true;
}
}
if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
_setup_geometry(e, skeleton);