diff options
author | clayjohn <claynjohn@gmail.com> | 2022-11-18 16:12:48 -0800 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-11-18 23:36:40 -0800 |
commit | 0e5a98cdd833dbaeefaf3c640b0f1e3ef535e523 (patch) | |
tree | d4b0fd5de8c78de9c89cf7e1288f77a7c2bceaf2 /servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | |
parent | c9c09ad608754a9025ca227358fca5a02553f2cb (diff) |
Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3
Properly update Mesh2D AABBs when skeleton is updated
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 12 |
1 files changed, 0 insertions, 12 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 7e0070f8b7..7590f76a0c 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2681,16 +2681,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6); } - { //default skeleton buffer - - shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform)); - SkeletonUniform su; - _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse); - _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform); - RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su); - - shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT); - } { //default shadow texture to keep uniform set happy RD::TextureFormat tf; @@ -2834,8 +2824,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() { memdelete_arr(state.light_uniforms); RD::get_singleton()->free(state.lights_uniform_buffer); - RD::get_singleton()->free(shader.default_skeleton_uniform_buffer); - RD::get_singleton()->free(shader.default_skeleton_texture_buffer); } //shadow rendering |