diff options
-rw-r--r-- | doc/classes/Node.xml | 1 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 7 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 2 |
3 files changed, 7 insertions, 3 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 193cfeb0ff..e3f1165c55 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -129,6 +129,7 @@ child_node.get_parent().remove_child(child_node) add_child(child_node) [/codeblock] + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> </method> <method name="add_child_below_node"> diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index c6067e7f58..bcee99d84e 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1413,7 +1413,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons } if (skeleton) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); glBindTexture(GL_TEXTURE_2D, skeleton->texture); state.using_skeleton = true; } else { @@ -1677,7 +1677,6 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons bool light_rebind = state.canvas_shader.bind(); if (light_rebind) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D()); @@ -1686,6 +1685,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons } else { state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); } + if (state.using_skeleton) { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); + } } glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo); diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index ec18c83df3..07ee9cd010 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -55,7 +55,7 @@ out highp vec2 pixel_size_interp; #endif #ifdef USE_SKELETON -uniform mediump sampler2D skeleton_texture; // texunit:-1 +uniform mediump sampler2D skeleton_texture; // texunit:-4 uniform highp mat4 skeleton_transform; uniform highp mat4 skeleton_transform_inverse; #endif |