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authorreduz <reduzio@gmail.com>2020-12-16 11:07:08 -0300
committerreduz <reduzio@gmail.com>2020-12-16 14:32:04 -0300
commitbf77016c8a3cc9a8ff4c57c0fc32a4255006391b (patch)
tree0b4a378b86c7a3d6e20534e99460e05384ace298 /servers/rendering/rendering_device.cpp
parentc514cc58224e5c973ac8be7bb6db7023d5c25906 (diff)
downloadredot-engine-bf77016c8a3cc9a8ff4c57c0fc32a4255006391b.tar.gz
Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
Diffstat (limited to 'servers/rendering/rendering_device.cpp')
-rw-r--r--servers/rendering/rendering_device.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 1259b161bd..ba30670082 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -270,7 +270,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
- ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()));
+ ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));