Fix to CPU skinning path when using GPU skinning (meshes with morphs) causing modifications to root bone to have doubled offset and wasted performance.
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a283d367a7
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23a4683879
1 changed files with 11 additions and 3 deletions
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@ -6368,6 +6368,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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uint8_t prev_sort_flags=0xFF;
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const BakedLightData *prev_baked_light=NULL;
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RID prev_baked_light_texture;
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const float *prev_morph_values=NULL;
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Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
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@ -6406,6 +6407,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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const Skeleton *skeleton = e->skeleton;
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const Geometry *geometry_cmp = e->geometry_cmp;
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const BakedLightData *baked_light = e->instance->baked_light;
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const float *morph_values = e->instance->morph_values.ptr();
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bool rebind=false;
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bool bind_baked_light_octree=false;
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@ -6428,6 +6430,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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prev_overrides=NULL; // make it diferent than NULL
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prev_skeleton =NULL;
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prev_sort_flags=0xFF;
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prev_morph_values=NULL;
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prev_geometry_type=Geometry::GEOMETRY_INVALID;
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glEnable(GL_BLEND);
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glDepthMask(GL_TRUE);
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@ -6640,10 +6643,14 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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rebind=true;
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}
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if (use_hw_skeleton_xform && skeleton!=prev_skeleton) {
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if (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) {
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if (!prev_skeleton || !skeleton)
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rebind=true; //went from skeleton <-> no skeleton, needs rebind
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_setup_skeleton(skeleton);
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if (morph_values==NULL)
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_setup_skeleton(skeleton);
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else
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_setup_skeleton(NULL);
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}
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if (material!=prev_material || rebind) {
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@ -6731,7 +6738,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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}
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if (skeleton != prev_skeleton || rebind) {
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if (skeleton) {
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if (skeleton && morph_values == NULL) {
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material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
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material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
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}
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@ -6788,6 +6795,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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prev_light_type=e->light_type;
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prev_sort_flags=sort_flags;
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prev_baked_light=baked_light;
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prev_morph_values=morph_values;
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// prev_geometry_type=geometry->type;
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}
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