Fix a corner-case bug in _copy_texscreen in the gles3 renderer
Fixes #17698
(cherry picked from commit ee52d12921
)
This commit is contained in:
parent
46f091bfcb
commit
761bfb156d
|
@ -191,11 +191,11 @@ void RasterizerCanvasGLES3::canvas_end() {
|
|||
state.using_ninepatch = false;
|
||||
}
|
||||
|
||||
RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
|
||||
RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
|
||||
|
||||
RasterizerStorageGLES3::Texture *tex_return = NULL;
|
||||
|
||||
if (p_texture == state.current_tex) {
|
||||
if (p_texture == state.current_tex && !p_force) {
|
||||
tex_return = state.current_tex_ptr;
|
||||
} else if (p_texture.is_valid()) {
|
||||
|
||||
|
@ -230,7 +230,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
|
|||
state.current_tex_ptr = NULL;
|
||||
}
|
||||
|
||||
if (p_normal_map == state.current_normal) {
|
||||
if (p_normal_map == state.current_normal && !p_force) {
|
||||
//do none
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
|
||||
|
||||
|
@ -997,7 +997,7 @@ void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
|
|||
state.using_texture_rect = true;
|
||||
_set_texture_rect_mode(false);
|
||||
|
||||
_bind_canvas_texture(state.current_tex, state.current_normal);
|
||||
_bind_canvas_texture(state.current_tex, state.current_normal, true);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
}
|
||||
|
|
|
@ -120,7 +120,7 @@ public:
|
|||
virtual void canvas_end();
|
||||
|
||||
_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
|
||||
_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
|
||||
_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force = false);
|
||||
|
||||
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
|
||||
_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
|
||||
|
|
Loading…
Reference in New Issue