diff options
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/curve.cpp | 2 | ||||
-rw-r--r-- | scene/resources/material.cpp | 9 | ||||
-rw-r--r-- | scene/resources/shape_2d.cpp | 5 | ||||
-rw-r--r-- | scene/resources/shape_3d.cpp | 5 |
4 files changed, 10 insertions, 11 deletions
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp index fa7a1f3dbf..bc2149a8c6 100644 --- a/scene/resources/curve.cpp +++ b/scene/resources/curve.cpp @@ -941,7 +941,7 @@ Transform2D Curve2D::_sample_posture(Interval p_interval) const { const Vector2 forward = forward_begin.slerp(forward_end, frac).normalized(); const Vector2 side = Vector2(-forward.y, forward.x); - return Transform2D(forward, side, Vector2(0.0, 0.0)); + return Transform2D(side, forward, Vector2(0.0, 0.0)); } Vector2 Curve2D::sample_baked(real_t p_offset, bool p_cubic) const { diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index e457b2d377..a16d2c2072 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -1252,15 +1252,16 @@ void BaseMaterial3D::_update_shader() { } if (distance_fade != DISTANCE_FADE_DISABLED) { + // Use the slightly more expensive circular fade (distance to the object) instead of linear + // (Z distance), so that the fade is always the same regardless of the camera angle. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { if (!RenderingServer::get_singleton()->is_low_end()) { code += " {\n"; if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { - code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n"; - + code += " float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n"; } else { - code += " float fade_distance = -VERTEX.z;\n"; + code += " float fade_distance = length(VERTEX);\n"; } // Use interleaved gradient noise, which is fast but still looks good. code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);"; @@ -1274,7 +1275,7 @@ void BaseMaterial3D::_update_shader() { } } else { - code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; + code += " ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n"; } } diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp index 413670d23e..87c6c36ee9 100644 --- a/scene/resources/shape_2d.cpp +++ b/scene/resources/shape_2d.cpp @@ -124,7 +124,6 @@ Shape2D::Shape2D(const RID &p_rid) { } Shape2D::~Shape2D() { - if (PhysicsServer2D::get_singleton() != nullptr) { - PhysicsServer2D::get_singleton()->free(shape); - } + ERR_FAIL_NULL(PhysicsServer2D::get_singleton()); + PhysicsServer2D::get_singleton()->free(shape); } diff --git a/scene/resources/shape_3d.cpp b/scene/resources/shape_3d.cpp index 44f21d2a48..7992ba9fd4 100644 --- a/scene/resources/shape_3d.cpp +++ b/scene/resources/shape_3d.cpp @@ -128,7 +128,6 @@ Shape3D::Shape3D(RID p_shape) : shape(p_shape) {} Shape3D::~Shape3D() { - if (PhysicsServer3D::get_singleton() != nullptr) { - PhysicsServer3D::get_singleton()->free(shape); - } + ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); + PhysicsServer3D::get_singleton()->free(shape); } |