Avoid material rebinds when using skeletons

This commit is contained in:
clayjohn 2020-04-07 10:34:35 -07:00
parent a10f28ff34
commit 3db61ce91c

View file

@ -2501,16 +2501,16 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
if (skeleton != prev_skeleton) { if (skeleton != prev_skeleton) {
if ((prev_skeleton == nullptr) != (skeleton == nullptr)) {
if (skeleton) { if (skeleton) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software);
} else { } else {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
}
rebind = true;
} }
rebind = true;
} }
if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) { if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {