Pass Sprite3D AABBs to VisualServer
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@ -592,13 +592,15 @@ void Sprite3D::_draw() {
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
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}
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set_aabb(aabb);
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write_buffer.release();
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RID mesh = get_mesh();
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VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
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VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
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set_aabb(aabb);
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set_base(mesh);
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RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
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@ -950,13 +952,15 @@ void AnimatedSprite3D::_draw() {
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
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}
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set_aabb(aabb);
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write_buffer.release();
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RID mesh = get_mesh();
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VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
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VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
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set_aabb(aabb);
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set_base(mesh);
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RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
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