Fix drawing of 2D primitives in OpenGL3 renderer
Previously the wrong vertices were used when assembling the second triangle of a quad
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1 changed files with 8 additions and 7 deletions
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@ -1010,7 +1010,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
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_add_to_batch(r_index, r_batch_broken);
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if (primitive->point_count == 4) {
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// Reset base data
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// Reset base data.
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_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
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state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
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state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
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@ -1018,12 +1018,13 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
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state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
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for (uint32_t j = 0; j < 3; j++) {
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//second half of triangle
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state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
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state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
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state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
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state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
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Color col = primitive->colors[j + 1] * base_color;
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int offset = j == 0 ? 0 : 1;
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// Second triangle in the quad. Uses vertices 0, 2, 3.
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state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
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state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
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state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
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state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
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Color col = primitive->colors[j + offset] * base_color;
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state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
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state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
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}
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