Reset scene conditionals assumed to be false
This commit is contained in:
parent
fe2f24c47c
commit
6a4c2c1c13
1 changed files with 6 additions and 4 deletions
|
@ -1924,8 +1924,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
|||
state.current_depth_test = true;
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
|
||||
|
||||
state.current_blend_mode = -1;
|
||||
state.current_line_width = -1;
|
||||
state.current_depth_draw = -1;
|
||||
|
@ -1938,16 +1936,20 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
|||
int current_blend_mode = -1;
|
||||
|
||||
uint32_t prev_shading = 0xFFFFFFFF;
|
||||
RasterizerStorageGLES3::Skeleton *prev_skeleton = nullptr;
|
||||
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set)
|
||||
|
||||
RasterizerStorageGLES3::Skeleton *prev_skeleton = nullptr;
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
|
||||
|
||||
bool first = true;
|
||||
bool prev_use_instancing = false;
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false);
|
||||
bool prev_octahedral_compression = false;
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
|
||||
|
||||
storage->info.render.draw_call_count += p_element_count;
|
||||
bool prev_opaque_prepass = false;
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false);
|
||||
|
||||
for (int i = 0; i < p_element_count; i++) {
|
||||
RenderList::Element *e = p_elements[i];
|
||||
|
|
Loading…
Reference in a new issue