summaryrefslogtreecommitdiffstats
path: root/drivers/gles2/rasterizer_scene_gles2.cpp
diff options
context:
space:
mode:
authorThomas Herzog <thomas.herzog@mail.com>2018-08-23 17:06:02 +0200
committerGitHub <noreply@github.com>2018-08-23 17:06:02 +0200
commit29ccd2be18dd900957975160cb58bb79dc6fc0ea (patch)
treec1613b6e34d253ff6cbae356bba28d752ac5ccd8 /drivers/gles2/rasterizer_scene_gles2.cpp
parent0d0cf2e9489ce80bc077fc1a9b7811dec9047faa (diff)
parent8e7454e5d77e38dd9bae283daf701af1047bf90c (diff)
downloadredot-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.cpp8
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);
}