diff options
-rw-r--r-- | editor/import/resource_importer_texture.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 4 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.h | 1 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_forward.cpp | 6 |
4 files changed, 10 insertions, 3 deletions
diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp index ea7b05dff3..eb16e873e6 100644 --- a/editor/import/resource_importer_texture.cpp +++ b/editor/import/resource_importer_texture.cpp @@ -201,7 +201,7 @@ void ResourceImporterTexture::get_import_options(List<ImportOption> *r_options, r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/bptc_ldr", PROPERTY_HINT_ENUM, "Disabled,Enabled,RGBA Only"), 0)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/normal_map", PROPERTY_HINT_ENUM, "Detect,Enable,Disabled"), 0)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/channel_pack", PROPERTY_HINT_ENUM, "sRGB Friendly,Optimized"), 0)); - r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/streamed"), false)); + r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "compress/streamed"), false)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "mipmaps/generate"), (p_preset == PRESET_3D ? true : false))); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "mipmaps/limit", PROPERTY_HINT_RANGE, "-1,256"), -1)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "roughness/mode", PROPERTY_HINT_ENUM, "Detect,Disabled,Red,Green,Blue,Alpha,Gray"), 0)); diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 9f710d218c..3e8547439f 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -4141,6 +4141,10 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito EditorSettings::get_singleton()->connect("settings_changed", callable_mp(this, &Node3DEditorViewport::update_transform_gizmo_view)); } +Node3DEditorViewport::~Node3DEditorViewport() { + memdelete(frame_time_gradient); +} + ////////////////////////////////////////////////////////////// void Node3DEditorViewportContainer::_gui_input(const Ref<InputEvent> &p_event) { diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h index 624bc2d88a..0cefaa6557 100644 --- a/editor/plugins/node_3d_editor_plugin.h +++ b/editor/plugins/node_3d_editor_plugin.h @@ -483,6 +483,7 @@ public: Camera3D *get_camera() { return camera; } // return the default camera object. Node3DEditorViewport(Node3DEditor *p_spatial_editor, EditorNode *p_editor, int p_index); + ~Node3DEditorViewport(); }; class Node3DEditorSelectedItem : public Object { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp index 248dc3c582..6881d7913f 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp @@ -1871,8 +1871,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf clear_color = p_default_bg_color; } - RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes); - render_list.sort_by_key(false); _fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe); @@ -1887,6 +1885,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf if (depth_pre_pass) { //depth pre pass RENDER_TIMESTAMP("Render Depth Pre-Pass"); + RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>()); + bool finish_depth = using_ssao || using_sdfgi || using_giprobe; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold); @@ -1917,6 +1917,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf RENDER_TIMESTAMP("Render Opaque Pass"); + RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes); + bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss; bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss; |