mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 12:12:28 +00:00
Assign light indices after sorting in OpenGL renderer
This ensures that the light indices sent to the shader actually match where the light is saved
This commit is contained in:
parent
9f74f0f6c5
commit
6d0af4fcd8
@ -1535,8 +1535,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
|
||||
}
|
||||
}
|
||||
|
||||
li->gl_id = r_omni_light_count;
|
||||
|
||||
scene_state.omni_light_sort[r_omni_light_count].instance = li;
|
||||
scene_state.omni_light_sort[r_omni_light_count].depth = distance;
|
||||
r_omni_light_count++;
|
||||
@ -1560,8 +1558,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
|
||||
}
|
||||
}
|
||||
|
||||
li->gl_id = r_spot_light_count;
|
||||
|
||||
scene_state.spot_light_sort[r_spot_light_count].instance = li;
|
||||
scene_state.spot_light_sort[r_spot_light_count].depth = distance;
|
||||
r_spot_light_count++;
|
||||
@ -1586,6 +1582,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
|
||||
GLES3::LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
|
||||
RID base = li->light;
|
||||
|
||||
li->gl_id = index;
|
||||
|
||||
Transform3D light_transform = li->transform;
|
||||
Vector3 pos = inverse_transform.xform(light_transform.origin);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user