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-rw-r--r--editor/import/resource_importer_texture.cpp2
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp4
-rw-r--r--editor/plugins/node_3d_editor_plugin.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp6
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;