Fix GPUParticles2D not recomputing transforms each frame
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629796c333
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1 changed files with 5 additions and 8 deletions
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@ -1415,7 +1415,6 @@ void ParticlesStorage::update_particles() {
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}
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bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
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bool updated = false;
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if (particles->clear && particles->pre_process_time > 0.0) {
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double frame_time;
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@ -1430,7 +1429,6 @@ void ParticlesStorage::update_particles() {
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while (todo >= 0) {
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_particles_process(particles, frame_time);
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todo -= frame_time;
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updated = true;
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}
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}
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@ -1452,10 +1450,9 @@ void ParticlesStorage::update_particles() {
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}
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double todo = particles->frame_remainder + delta;
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while (todo >= frame_time || (particles->clear && !updated)) {
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while (todo >= frame_time || particles->clear) {
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_particles_process(particles, frame_time);
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todo -= decr;
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updated = true;
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}
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particles->frame_remainder = todo;
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@ -1463,16 +1460,16 @@ void ParticlesStorage::update_particles() {
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} else {
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if (zero_time_scale) {
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_particles_process(particles, 0.0);
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updated = true;
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} else {
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_particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time());
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updated = true;
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}
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}
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//copy particles to instance buffer
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// Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing).
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DEV_ASSERT(!particles->clear);
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if (updated && particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
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// Copy particles to instance buffer.
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if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
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//does not need view dependent operation, do copy here
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ParticlesShader::CopyPushConstant copy_push_constant;
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