[GLES2] fix multimesh byte colors

When using float colors, everything works fine, but when using
the byte format, the colors were read incorrectly.
This commit is contained in:
Thomas Herzog 2018-08-24 11:23:42 +02:00
parent 34e58fd831
commit 211e0fa4aa

View file

@ -1216,6 +1216,12 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glDisableVertexAttribArray(15); // color
glDisableVertexAttribArray(8); // custom data
if (!s->attribs[VS::ARRAY_COLOR].enabled) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
}
glVertexAttrib4f(15, 1, 1, 1, 1);
glVertexAttrib4f(8, 0, 0, 0, 0);
@ -1259,8 +1265,13 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
if (multi_mesh->color_floats) {
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
glVertexAttrib4f(15, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
} else {
glVertexAttrib4fv(15, buffer + color_ofs);
}
}
if (multi_mesh->custom_data_floats) {
glVertexAttrib4fv(8, buffer + custom_data_ofs);