Rebind material when skeleton changes in GLES2
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@ -2370,6 +2370,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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if (vertex_lit != prev_vertex_lit) {
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if (vertex_lit != prev_vertex_lit) {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
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prev_vertex_lit = vertex_lit;
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prev_vertex_lit = vertex_lit;
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rebind = true;
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}
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}
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if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) {
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if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) {
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@ -2459,8 +2460,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
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}
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}
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rebind = true;
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}
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}
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rebind = true;
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}
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}
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if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
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if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
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