Fix Vertex Attribute Specification Octahedral
For octahedral compressed normals/tangents, we use vec4 in the shader regardless of whether a normal/tangent does/doesn't exist For the case where we only have a normal vector, we need to specify that there are only two components being used when calling glVertexAttrib Before we would always specify that there were 4 components, and used offsets to determine where in the vertex buffer to read data from but this doesn't work on all platforms
This commit is contained in:
parent
bd828c4d81
commit
8a43b222c7
|
@ -2309,7 +2309,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
|
|||
// UNLESS tangent exists and is also compressed
|
||||
// then it will be oct16 encoded along with tangent
|
||||
attribs[i].normalized = GL_TRUE;
|
||||
attribs[i].size = 4;
|
||||
attribs[i].size = 2;
|
||||
attribs[i].type = GL_SHORT;
|
||||
attributes_stride += 4;
|
||||
} else {
|
||||
|
@ -2330,6 +2330,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
|
|||
case VS::ARRAY_TANGENT: {
|
||||
if (p_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
|
||||
attribs[i].enabled = false;
|
||||
attribs[VS::ARRAY_NORMAL].size = 4;
|
||||
if (p_format & VS::ARRAY_COMPRESS_TANGENT && p_format & VS::ARRAY_COMPRESS_NORMAL) {
|
||||
// normal and tangent will each be oct16 (2 bytes each)
|
||||
// pack into single vec4<GL_BYTE> for memory bandwidth
|
||||
|
|
|
@ -3404,7 +3404,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
|
|||
// UNLESS tangent exists and is also compressed
|
||||
// then it will be oct16 encoded along with tangent
|
||||
attribs[i].normalized = GL_TRUE;
|
||||
attribs[i].size = 4;
|
||||
attribs[i].size = 2;
|
||||
attribs[i].type = GL_SHORT;
|
||||
attributes_stride += 4;
|
||||
} else {
|
||||
|
@ -3425,6 +3425,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
|
|||
case VS::ARRAY_TANGENT: {
|
||||
if (p_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
|
||||
attribs[i].enabled = false;
|
||||
attribs[VS::ARRAY_NORMAL].size = 4;
|
||||
if (p_format & VS::ARRAY_COMPRESS_TANGENT && p_format & VS::ARRAY_COMPRESS_NORMAL) {
|
||||
// normal and tangent will each be oct16 (2 bytes each)
|
||||
// pack into single vec4<GL_BYTE> for memory bandwidth
|
||||
|
|
Loading…
Reference in New Issue