1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Fix incorrect mapping of initial action as clear region continue to clear.

This commit is contained in:
Dario
2024-01-09 20:00:00 -03:00
parent 9b522ac1a8
commit 80eacf1b7a
5 changed files with 5 additions and 6 deletions

View File

@@ -1721,8 +1721,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
RD::InitialAction initial_action = i == 0 ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_LOAD;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, initial_action, RD::FINAL_ACTION_STORE, initial_action, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
Projection projection;
{