summaryrefslogtreecommitdiff
path: root/drivers
diff options
context:
space:
mode:
authorRicardo Buring <ricardo.buring@gmail.com>2022-12-10 21:57:44 +0100
committerclayjohn <claynjohn@gmail.com>2023-02-03 11:40:39 -0800
commit497f5576c18a7487c54c630bbe1ff4f9171bb08c (patch)
treed27ac568e18a35a29a7f96ecf126133e6d9613cf /drivers
parent604493eb6ee3def65aca089c1d4bc71ea03ca19a (diff)
Fix MultiMesh visible_instance_count being ignored after the first frame
Co-authored-by: Clay John <claynjohn@gmail.com>
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp8
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