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-rw-r--r--servers/rendering/renderer_scene_cull.cpp4
-rw-r--r--servers/rendering/renderer_viewport.cpp7
2 files changed, 10 insertions, 1 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 8421938507..e338e526a0 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -3855,6 +3855,10 @@ void RendererSceneCull::update() {
}
bool RendererSceneCull::free(RID p_rid) {
+ if (p_rid.is_null()) {
+ return true;
+ }
+
if (scene_render->free(p_rid)) {
return true;
}
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 347238cdaa..c3d57a13ad 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -129,6 +129,11 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
timestamp_vp_map[rt_id] = p_viewport->self;
}
+ if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
+ // This is currently needed for GLES to keep the current window being rendered to up to date
+ DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
+ }
+
/* Camera should always be BEFORE any other 3D */
bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
@@ -747,7 +752,7 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_
ERR_FAIL_COND(!viewport);
if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
- // If using GLES2 we can optimize this operation by rendering directly to system_fbo
+ // If using OpenGL we can optimize this operation by rendering directly to system_fbo
// instead of rendering to fbo and copying to system_fbo after
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());