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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-07-10 15:16:57 +0200 |
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committer | GitHub <noreply@github.com> | 2019-07-10 15:16:57 +0200 |
commit | 351163ce9530acd201c99be5b1082198c5449ef2 (patch) | |
tree | 7107d46b5c27e232ef2eca3e5a8e42754a6eaeb1 | |
parent | 9496e29326ec483a77b1246874623f09d74b9363 (diff) | |
parent | d5cb280313201f1596765a5c168812dd84439e36 (diff) |
Merge pull request #30487 from szamq/master
Fix get_data layer argument when texture is TEXTURE_TYPE_2D_ARRAY
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index c4cfd1e765..994ed25f01 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1144,8 +1144,12 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, texture->type == VS::TEXTURE_TYPE_2D_ARRAY); shaders.copy.bind(); - // calculate the normalized z coordinate for the layer - float layer = (float)p_layer / (float)texture->alloc_depth; + float layer; + if (texture->type == VS::TEXTURE_TYPE_2D_ARRAY) + layer = (float)p_layer; + else + // calculate the normalized z coordinate for the layer + layer = (float)p_layer / (float)texture->alloc_depth; shaders.copy.set_uniform(CopyShaderGLES3::LAYER, layer); |