Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer #97792

Merged
merged 1 commit into from
Oct 4, 2024

Conversation

clayjohn
Copy link
Member

@clayjohn clayjohn commented Oct 3, 2024

Fixes: #97793

The deleted code was unnecessary as it should be calculated within _get_pipeline_specialization_or_ubershader(). BUT _get_pipeline_specialization_or_ubershader() needs everything to be passed in, which was missing.

Finally, the VertexAttribute variable needs to be reset while inside the loop otherwise variables leak between attributes. This didn't impact the 3D renderers because they disable any unused attributes.

CC @YeldhamDev @stuartcarnie @DarioSamo

@clayjohn clayjohn added this to the 4.4 milestone Oct 3, 2024
@clayjohn clayjohn requested a review from a team as a code owner October 3, 2024 23:31
Copy link
Member

@YeldhamDev YeldhamDev left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This fixes the error spam in my PR.

@akien-mga akien-mga merged commit d6d8fb0 into godotengine:master Oct 4, 2024
19 checks passed
@akien-mga
Copy link
Member

Thanks!

@clayjohn clayjohn deleted the RD-canvas-vertex-format branch October 4, 2024 17:28
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2D mesh drawing is broken
4 participants