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Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation Performance will improve later
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@@ -1914,11 +1914,12 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
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}
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}
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//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
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//if same buffer len is being set, just use buffer_update to avoid a pipeline flush
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if (oc->vertex_array.is_null()) {
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//create from scratch
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//vertices
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// TODO: geometry is always of length lc * 6 * sizeof(float), so in doubles builds this will receive half the data it needs
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oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
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Vector<RID> buffer;
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