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authorreduz <reduzio@gmail.com>2020-10-07 21:29:49 -0300
committerreduz <reduzio@gmail.com>2020-10-09 13:25:47 -0300
commit26f5bd245c535fec5bfdd51a0f939d0a51179d85 (patch)
tree7d20274c657c5f154186b690c1c0a67ca0174a9f /servers/rendering/rendering_server_raster.cpp
parentc35005ba25473ea8fa48aadbd1687984c76457cf (diff)
downloadredot-engine-26f5bd245c535fec5bfdd51a0f939d0a51179d85.tar.gz
Implement GPU Particle Collisions
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
Diffstat (limited to 'servers/rendering/rendering_server_raster.cpp')
-rw-r--r--servers/rendering/rendering_server_raster.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/servers/rendering/rendering_server_raster.cpp b/servers/rendering/rendering_server_raster.cpp
index b12e2ff3c1..cbc91497ba 100644
--- a/servers/rendering/rendering_server_raster.cpp
+++ b/servers/rendering/rendering_server_raster.cpp
@@ -108,6 +108,9 @@ void RenderingServerRaster::draw(bool p_swap_buffers, double frame_step) {
RSG::scene->update_dirty_instances(); //update scene stuff
+ RSG::scene->render_particle_colliders();
+ RSG::storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
+
RSG::scene->render_probes();
RSG::viewport->draw_viewports();
RSG::canvas_render->update();