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Fixes crash with rigged meshes on some OpenGLES2 devices
Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view. This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required. Fixes #28298
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@ -2418,6 +2418,18 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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}
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surface->data = array;
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surface->index_data = p_index_array;
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#else
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// Even on non-tools builds, a copy of the surface->data is needed in certain circumstances.
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// Rigged meshes using the USE_SKELETON_SOFTWARE path need to read bone data
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// from surface->data.
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// if USE_SKELETON_SOFTWARE is active
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if (!config.float_texture_supported) {
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// if this geometry is used specifically for skinning
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if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS))
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surface->data = array;
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}
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// An alternative is to always make a copy of surface->data.
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#endif
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surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
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