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| author | Thomas Herzog <thomas.herzog@mail.com> | 2018-08-23 17:06:02 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-08-23 17:06:02 +0200 |
| commit | 29ccd2be18dd900957975160cb58bb79dc6fc0ea (patch) | |
| tree | c1613b6e34d253ff6cbae356bba28d752ac5ccd8 /drivers/gles2/rasterizer_scene_gles2.cpp | |
| parent | 0d0cf2e9489ce80bc077fc1a9b7811dec9047faa (diff) | |
| parent | 8e7454e5d77e38dd9bae283daf701af1047bf90c (diff) | |
| download | redot-engine-29ccd2be18dd900957975160cb58bb79dc6fc0ea.tar.gz | |
Merge pull request #21288 from karroffel/gles2-hardware-skeletons
[GLES2] enable hardware skeletons
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
| -rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 288a144b32..68ae2c4aa3 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -913,8 +913,8 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL); - // state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported); + // state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true); switch (p_element->instance->base_type) { @@ -951,9 +951,9 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste } break; } - if (false && storage->config.float_texture_supported) { + if (storage->config.float_texture_supported) { if (p_skeleton) { - glActiveTexture(GL_TEXTURE4); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id); } |
