Avoid failed viewport when size is too smal, fixes #9891
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@ -2473,7 +2473,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
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glGenBuffers(1, &material->ubo_id);
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glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
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glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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material->ubo_size = material->shader->ubo_size;
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}
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@ -3768,7 +3768,7 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances
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glGenBuffers(1, &multimesh->buffer);
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glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
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glBufferData(GL_ARRAY_BUFFER, multimesh->data.size() * sizeof(float), NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, multimesh->data.size() * sizeof(float), NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -5215,7 +5215,7 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount)
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glBindVertexArray(particles->particle_vaos[i]);
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glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[i]);
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glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_STATIC_DRAW);
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for (int i = 0; i < 6; i++) {
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glEnableVertexAttribArray(i);
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@ -6198,7 +6198,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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rt->buffers.effects_active = true;
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}
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if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) {
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if (!rt->flags[RENDER_TARGET_NO_SAMPLING] && rt->width >= 2 && rt->height >= 2) {
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for (int i = 0; i < 2; i++) {
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@ -6511,7 +6511,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
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if (!co->vertex_id) {
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glGenBuffers(1, &co->vertex_id);
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glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
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glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
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