You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.
This commit is contained in:
@@ -4066,7 +4066,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
|
||||
|
||||
render_state.voxel_gi_count = 0;
|
||||
|
||||
if (rb != nullptr) {
|
||||
if (rb != nullptr && is_dynamic_gi_supported()) {
|
||||
if (rb->sdfgi) {
|
||||
rb->sdfgi->update_cascades();
|
||||
rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
|
||||
@@ -4587,10 +4587,12 @@ uint32_t RendererSceneRenderRD::get_max_elements() const {
|
||||
}
|
||||
|
||||
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
|
||||
max_cluster_elements = get_max_elements();
|
||||
|
||||
storage = p_storage;
|
||||
singleton = this;
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::init() {
|
||||
max_cluster_elements = get_max_elements();
|
||||
|
||||
directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
|
||||
directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
|
||||
|
||||
Reference in New Issue
Block a user