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authorArman Elgudzhyan <48544263+puchik@users.noreply.github.com>2023-06-03 07:56:47 -0700
committerArman Elgudzhyan <48544263+puchik@users.noreply.github.com>2023-06-03 07:56:47 -0700
commit7bcc8491434d68d978e853932c5d66e343b5046f (patch)
treeb0b3490d3551e8b0cba83b6970bfc8c37e47b6d6 /modules/gdscript/gdscript_editor.cpp
parent543750a1b3f5696f9ba8e91cb49dc7db05d2ae62 (diff)
downloadredot-engine-7bcc8491434d68d978e853932c5d66e343b5046f.tar.gz
Use depth pass mode with normals if required even if Environment is null
If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems).
Diffstat (limited to 'modules/gdscript/gdscript_editor.cpp')
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