Fix GLES3 multimesh rendering when using colors or custom data

This commit is contained in:
bitsawer 2023-07-20 10:32:42 +03:00
parent 0c2144da90
commit 9897f1cfb9

View file

@ -1284,13 +1284,17 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::
multimesh->data_cache_used_dirty_regions = 0;
}
// If we have either color or custom data, reserve space for both to make data handling logic simpler.
// This way we can always treat them both as a single, compressed uvec4.
int color_and_custom_strides = (p_use_colors || p_use_custom_data) ? 2 : 0;
multimesh->instances = p_instances;
multimesh->xform_format = p_transform_format;
multimesh->uses_colors = p_use_colors;
multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
multimesh->uses_custom_data = p_use_custom_data;
multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 2 : 0);
multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 2 : 0);
multimesh->custom_data_offset_cache = multimesh->color_offset_cache + color_and_custom_strides;
multimesh->stride_cache = multimesh->custom_data_offset_cache + color_and_custom_strides;
multimesh->buffer_set = false;
multimesh->data_cache = Vector<float>();