Ensure that 2D meshes use a proper input mask

The input mask was wrongly ignored in earlier versions. Now it is actually used so the input mask variable needs to be a valid number
This commit is contained in:
clayjohn 2023-12-09 12:15:59 -07:00
parent b94eb58d35
commit 777d6ae1c6

View file

@ -1388,7 +1388,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
uint64_t input_mask = 0; // 2D meshes always use the same vertex format.
uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format.
if (mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
} else {