[GLES2] fix multimesh byte colors
When using float colors, everything works fine, but when using the byte format, the colors were read incorrectly.
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1 changed files with 12 additions and 1 deletions
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@ -1216,6 +1216,12 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
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glDisableVertexAttribArray(15); // color
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glDisableVertexAttribArray(8); // custom data
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if (!s->attribs[VS::ARRAY_COLOR].enabled) {
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
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}
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glVertexAttrib4f(15, 1, 1, 1, 1);
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glVertexAttrib4f(8, 0, 0, 0, 0);
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@ -1259,7 +1265,12 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
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}
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if (multi_mesh->color_floats) {
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glVertexAttrib4fv(15, buffer + color_ofs);
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if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
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uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
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glVertexAttrib4f(15, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
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} else {
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glVertexAttrib4fv(15, buffer + color_ofs);
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}
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}
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if (multi_mesh->custom_data_floats) {
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