diff options
author | Ricardo Buring <ricardo.buring@gmail.com> | 2022-12-10 21:57:44 +0100 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2023-02-03 11:40:39 -0800 |
commit | 497f5576c18a7487c54c630bbe1ff4f9171bb08c (patch) | |
tree | d27ac568e18a35a29a7f96ecf126133e6d9613cf /drivers/gles3 | |
parent | 604493eb6ee3def65aca089c1d4bc71ea03ca19a (diff) |
Fix MultiMesh visible_instance_count being ignored after the first frame
Co-authored-by: Clay John <claynjohn@gmail.com>
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/storage/mesh_storage.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp index 3f8fddacff..36b34dd8a2 100644 --- a/drivers/gles3/storage/mesh_storage.cpp +++ b/drivers/gles3/storage/mesh_storage.cpp @@ -1835,8 +1835,12 @@ void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible } if (multimesh->data_cache.size()) { - //there is a data cache.. + // There is a data cache, but we may need to update some sections. _multimesh_mark_all_dirty(multimesh, false, true); + int start = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances; + for (int i = start; i < p_visible; i++) { + _multimesh_mark_dirty(multimesh, i, true); + } } multimesh->visible_instances = p_visible; @@ -1868,7 +1872,7 @@ void MeshStorage::_update_dirty_multimeshes() { if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) { // If there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer); - glBufferData(GL_ARRAY_BUFFER, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data, GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data); glBindBuffer(GL_ARRAY_BUFFER, 0); } else { // Not that many regions? update them all |