Fix issue where the UV's were off in Compatibility

Fixes a bug where CanvasTexture's UVs were off when using the Compatibility mode's renderer.

Fixes #86746
This commit is contained in:
Jordi Scharp 2024-01-11 11:20:32 +01:00
parent 3524346689
commit ac87d5f9a2
1 changed files with 9 additions and 5 deletions

View File

@ -2295,14 +2295,18 @@ void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasIte
GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
Size2i size_cache;
// Cache default white resource ID.
const RID default_texture_id = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
// If no texture is assigned, assign default white.
if (!texture) {
ct->diffuse = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
GLES3::Texture *tex = texture_storage->get_texture(ct->diffuse);
size_cache = Size2i(tex->width, tex->height);
} else {
size_cache = Size2i(texture->width, texture->height);
ct->diffuse = default_texture_id;
}
// Enforce a 1x1 size if default white texture.
size_cache = ct->diffuse == default_texture_id ? Size2i(1, 1) : Size2i(texture->width, texture->height);
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
if (ct->specular_color.a < 0.999) {