Fix Bugs w/ Octahedral Compression Implementation
Initial octahedral compression incorrectly wrote tangent to the buffer using an offset of 3 rather than 4, losing the sign of the tangent vector needed for things like tangent space for texturing mapping GLES3 renderer used remove_custom_define rather than set_conditional to change back to the default conditional state the scene shader should be in
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@ -2154,7 +2154,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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glBindVertexArray(0);
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state.scene_shader.remove_custom_define("#define ENABLE_OCTAHEDRAL_COMPRESSION\n");
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state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
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@ -1496,11 +1496,11 @@ Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector<uint8_
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for (int j = 0; j < p_vertex_len; j++) {
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const int8_t *t = (const int8_t *)&r[j * total_elem_size + offsets[i]];
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Vector2 enc(t[0] / 127.0f, t[1] / 127.0f);
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Vector3 dec = oct_to_tangent(enc, &w[j * 3 + 2]);
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Vector3 dec = oct_to_tangent(enc, &w[j * 4 + 3]);
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w[j * 3 + 0] = dec.x;
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w[j * 3 + 1] = dec.y;
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w[j * 3 + 2] = dec.z;
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w[j * 4 + 0] = dec.x;
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w[j * 4 + 1] = dec.y;
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w[j * 4 + 2] = dec.z;
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}
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} else {
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PoolVector<float>::Write w = arr.write();
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@ -1508,11 +1508,11 @@ Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector<uint8_
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for (int j = 0; j < p_vertex_len; j++) {
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const int16_t *t = (const int16_t *)&r[j * total_elem_size + offsets[i]];
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Vector2 enc(t[0] / 32767.0f, t[1] / 32767.0f);
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Vector3 dec = oct_to_tangent(enc, &w[j * 3 + 2]);
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Vector3 dec = oct_to_tangent(enc, &w[j * 4 + 3]);
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w[j * 3 + 0] = dec.x;
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w[j * 3 + 1] = dec.y;
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w[j * 3 + 2] = dec.z;
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w[j * 4 + 0] = dec.x;
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w[j * 4 + 1] = dec.y;
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w[j * 4 + 2] = dec.z;
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}
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}
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} else {
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