Merge pull request #18884 from bojidar-bg/17698-screentex-bug
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
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commit
98dd2b3c79
2 changed files with 5 additions and 5 deletions
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@ -193,11 +193,11 @@ void RasterizerCanvasGLES3::canvas_end() {
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state.using_ninepatch = false;
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}
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RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
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RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
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RasterizerStorageGLES3::Texture *tex_return = NULL;
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if (p_texture == state.current_tex) {
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if (p_texture == state.current_tex && !p_force) {
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tex_return = state.current_tex_ptr;
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} else if (p_texture.is_valid()) {
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@ -232,7 +232,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
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state.current_tex_ptr = NULL;
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}
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if (p_normal_map == state.current_normal) {
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if (p_normal_map == state.current_normal && !p_force) {
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//do none
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state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
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@ -1086,7 +1086,7 @@ void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
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state.using_texture_rect = true;
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_set_texture_rect_mode(false);
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_bind_canvas_texture(state.current_tex, state.current_normal);
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_bind_canvas_texture(state.current_tex, state.current_normal, true);
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glEnable(GL_BLEND);
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}
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@ -123,7 +123,7 @@ public:
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virtual void canvas_end();
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_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
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_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
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_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force = false);
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_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
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_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights);
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