Properly set size of shadow atlas quadrant when subdivision is 8 or higher.
Also fix renderpass rect validation
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@ -2025,7 +2025,7 @@ void LightStorage::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits
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for (int i = 0; i < 4; i++) {
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//clear subdivisions
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shadow_atlas->quadrants[i].shadows.clear();
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shadow_atlas->quadrants[i].shadows.resize(int64_t(1) << int64_t(shadow_atlas->quadrants[i].subdivision));
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shadow_atlas->quadrants[i].shadows.resize(int64_t(shadow_atlas->quadrants[i].subdivision * shadow_atlas->quadrants[i].subdivision));
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}
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//erase shadow atlas reference from lights
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@ -3451,9 +3451,9 @@ RenderingDevice::DrawListID RenderingDevice::draw_list_begin(RID p_framebuffer,
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if (p_region != Rect2() && p_region != Rect2(Vector2(), viewport_size)) { // Check custom region.
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Rect2i viewport(viewport_offset, viewport_size);
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Rect2i regioni = p_region;
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if (!(regioni.position.x >= viewport.position.x) && (regioni.position.y >= viewport.position.y) &&
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((regioni.position.x + regioni.size.x) <= (viewport.position.x + viewport.size.x)) &&
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((regioni.position.y + regioni.size.y) <= (viewport.position.y + viewport.size.y))) {
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if (!((regioni.position.x >= viewport.position.x) && (regioni.position.y >= viewport.position.y) &&
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((regioni.position.x + regioni.size.x) <= (viewport.position.x + viewport.size.x)) &&
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((regioni.position.y + regioni.size.y) <= (viewport.position.y + viewport.size.y)))) {
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ERR_FAIL_V_MSG(INVALID_ID, "When supplying a custom region, it must be contained within the framebuffer rectangle");
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}
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