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authorRémi Verschelde <rverschelde@gmail.com>2022-11-02 17:12:20 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-11-02 17:12:20 +0100
commitcb1931b2715961dc663fa4e411850e4882722f14 (patch)
tree95405fb98f9780adcfe911241dfcdaeb5d4ca600 /servers/rendering/renderer_rd
parenteddaab17eaffeef3ad38612bf72a901fd0ffcde5 (diff)
parent2ec234ff67496c1410df2ab14c03e144889adc8d (diff)
Merge pull request #67639 from clayjohn/GLES3-2d-shadows
Add 2D shadows and canvas SDF to OpenGL3 renderer
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h2
2 files changed, 2 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index dc0214e307..cbc5cc337c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1914,11 +1914,12 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
}
}
- //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
+ //if same buffer len is being set, just use buffer_update to avoid a pipeline flush
if (oc->vertex_array.is_null()) {
//create from scratch
//vertices
+ // TODO: geometry is always of length lc * 6 * sizeof(float), so in doubles builds this will receive half the data it needs
oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
Vector<RID> buffer;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 4f1f77af5e..d1f3c9ec6a 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -459,8 +459,6 @@ public:
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used);
- void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
-
virtual void set_shadow_texture_size(int p_size);
void set_time(double p_time);