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Clear last frame directional light buffer when number of lights changes.

This ensures that the buffers don't go out of sync.
This commit is contained in:
clayjohn
2022-09-14 08:30:35 -07:00
parent bf271ea6af
commit 72d899702b
2 changed files with 2 additions and 0 deletions

View File

@@ -683,6 +683,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
light_data_dirty = true; light_data_dirty = true;
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) { for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
sky_globals.directional_lights[i].enabled = false; sky_globals.directional_lights[i].enabled = false;
sky_globals.last_frame_directional_lights[i].enabled = false;
} }
} }

View File

@@ -1261,6 +1261,7 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P
light_data_dirty = true; light_data_dirty = true;
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
sky_scene_state.directional_lights[i].enabled = false; sky_scene_state.directional_lights[i].enabled = false;
sky_scene_state.last_frame_directional_lights[i].enabled = false;
} }
} }