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author | clayjohn <claynjohn@gmail.com> | 2024-07-12 15:44:06 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2024-07-12 15:44:06 -0700 |
commit | 4cbc967f50586e5dd80e8eb8fd519ba1a1c87191 (patch) | |
tree | d415ef86333b9468fc377dc277a41ab029401d74 /core/variant/variant_construct.cpp | |
parent | 97b8ad1af0f2b4a216f6f1263bef4fbc69e56c7b (diff) | |
download | redot-engine-4cbc967f50586e5dd80e8eb8fd519ba1a1c87191.tar.gz |
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
Diffstat (limited to 'core/variant/variant_construct.cpp')
0 files changed, 0 insertions, 0 deletions