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:
Omar El Sheikh 2021-11-08 12:11:48 -05:00
parent bd828c4d81
commit 8a43b222c7
2 changed files with 4 additions and 2 deletions

View File

@ -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

View File

@ -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