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author | Juan Linietsky <reduzio@gmail.com> | 2019-02-16 19:39:01 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2019-02-16 19:39:35 -0300 |
commit | be9b938398a6cbca29f1702e68811441d4aa08fb (patch) | |
tree | e86545100b24fe0d262ca73007435880f44fce4f /drivers | |
parent | f6fcbcfe9eb09af63b545865d7341190519ac63e (diff) |
Fix skeleton not being updated in shader, closes #25911
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 29b4b0c6c4..0cda8acba8 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1322,6 +1322,8 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, skeleton->texture); state.using_skeleton = true; + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); } else { state.using_skeleton = false; } |