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authorreduz <reduzio@gmail.com>2021-06-30 17:03:33 -0300
committerreduz <reduzio@gmail.com>2021-06-30 23:33:25 -0300
commit9ad0c6cde708ad4fb31da78fb1a450a219a610d6 (patch)
tree79fc5238de3eeaeee01cc7d17bf6f740b9ba3f82 /servers/rendering
parent3530cb639aa6927b46babe031b5e25792d9076ab (diff)
Import mesh colors in 8BPP.
* Colors were imported as 16BPP (half float) * Far most common use cases only require 8BPP * If you need higher data precision, use a custom array, which are supported now. **WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index ee6fee6142..1db81d8584 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -3258,8 +3258,8 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
case RS::ARRAY_COLOR: {
vd.offset = attribute_stride;
- vd.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- attribute_stride += sizeof(int16_t) * 4;
+ vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ attribute_stride += sizeof(int8_t) * 4;
buffer = s->attribute_buffer;
} break;
case RS::ARRAY_TEX_UV: {