Merge pull request #71772 from clayjohn/GLES3-li
Assign light indices after sorting in OpenGL renderer
This commit is contained in:
commit
4db3716d8d
1 changed files with 2 additions and 4 deletions
|
@ -1535,8 +1535,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
|
|||
}
|
||||
}
|
||||
|
||||
li->gl_id = r_omni_light_count;
|
||||
|
||||
scene_state.omni_light_sort[r_omni_light_count].instance = li;
|
||||
scene_state.omni_light_sort[r_omni_light_count].depth = distance;
|
||||
r_omni_light_count++;
|
||||
|
@ -1560,8 +1558,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
|
|||
}
|
||||
}
|
||||
|
||||
li->gl_id = r_spot_light_count;
|
||||
|
||||
scene_state.spot_light_sort[r_spot_light_count].instance = li;
|
||||
scene_state.spot_light_sort[r_spot_light_count].depth = distance;
|
||||
r_spot_light_count++;
|
||||
|
@ -1587,6 +1583,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
|
|||
real_t distance = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].depth : scene_state.spot_light_sort[index].depth;
|
||||
RID base = li->light;
|
||||
|
||||
li->gl_id = index;
|
||||
|
||||
Transform3D light_transform = li->transform;
|
||||
Vector3 pos = inverse_transform.xform(light_transform.origin);
|
||||
|
||||
|
|
Loading…
Reference in a new issue