From 9ad0c6cde708ad4fb31da78fb1a450a219a610d6 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 30 Jun 2021 17:03:33 -0300 Subject: Import mesh colors in 8BPP. * Colors were imported as 16BPP (half float) * Far most common use cases only require 8BPP * If you need higher data precision, use a custom array, which are supported now. **WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import) --- servers/rendering/renderer_rd/renderer_storage_rd.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'servers/rendering/renderer_rd/renderer_storage_rd.cpp') diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index ee6fee6142..1db81d8584 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -3258,8 +3258,8 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf case RS::ARRAY_COLOR: { vd.offset = attribute_stride; - vd.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - attribute_stride += sizeof(int16_t) * 4; + vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + attribute_stride += sizeof(int8_t) * 4; buffer = s->attribute_buffer; } break; case RS::ARRAY_TEX_UV: { -- cgit v1.2.3