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Reworked how servers preallocate RIDs, should fix #10970
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@@ -278,11 +278,11 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
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VS::get_singleton()->camera_set_perspective(camera, 45, 0.1, 10);
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light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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light = VS::get_singleton()->directional_light_create();
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light_instance = VS::get_singleton()->instance_create2(light, scenario);
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VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
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light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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light2 = VS::get_singleton()->directional_light_create();
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VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
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//VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
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@@ -850,11 +850,11 @@ EditorMeshPreviewPlugin::EditorMeshPreviewPlugin() {
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//VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
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VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
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light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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light = VS::get_singleton()->directional_light_create();
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light_instance = VS::get_singleton()->instance_create2(light, scenario);
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VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
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light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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light2 = VS::get_singleton()->directional_light_create();
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VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
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//VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
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light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
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