Fix Vertex Attribute Specification Octahedral
For octahedral compressed normals/tangents, we use vec4 in the shader regardless of whether a normal/tangent does/doesn't exist For the case where we only have a normal vector, we need to specify that there are only two components being used when calling glVertexAttrib Before we would always specify that there were 4 components, and used offsets to determine where in the vertex buffer to read data from but this doesn't work on all platforms
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2 changed files with 4 additions and 2 deletions
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@ -2309,7 +2309,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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// UNLESS tangent exists and is also compressed
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// then it will be oct16 encoded along with tangent
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attribs[i].normalized = GL_TRUE;
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attribs[i].size = 4;
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attribs[i].size = 2;
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attribs[i].type = GL_SHORT;
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attributes_stride += 4;
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} else {
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@ -2330,6 +2330,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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case VS::ARRAY_TANGENT: {
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if (p_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
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attribs[i].enabled = false;
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attribs[VS::ARRAY_NORMAL].size = 4;
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if (p_format & VS::ARRAY_COMPRESS_TANGENT && p_format & VS::ARRAY_COMPRESS_NORMAL) {
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// normal and tangent will each be oct16 (2 bytes each)
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// pack into single vec4<GL_BYTE> for memory bandwidth
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@ -3404,7 +3404,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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// UNLESS tangent exists and is also compressed
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// then it will be oct16 encoded along with tangent
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attribs[i].normalized = GL_TRUE;
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attribs[i].size = 4;
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attribs[i].size = 2;
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attribs[i].type = GL_SHORT;
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attributes_stride += 4;
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} else {
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@ -3425,6 +3425,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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case VS::ARRAY_TANGENT: {
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if (p_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
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attribs[i].enabled = false;
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attribs[VS::ARRAY_NORMAL].size = 4;
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if (p_format & VS::ARRAY_COMPRESS_TANGENT && p_format & VS::ARRAY_COMPRESS_NORMAL) {
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// normal and tangent will each be oct16 (2 bytes each)
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// pack into single vec4<GL_BYTE> for memory bandwidth
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