1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-14 13:41:12 +00:00

enable hardware skeletons

This commit is contained in:
Thomas Herzog
2018-08-22 18:20:18 +02:00
parent d1497b720e
commit 8e7454e5d7
4 changed files with 15 additions and 10 deletions

View File

@@ -913,8 +913,8 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL);
// state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
// state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
switch (p_element->instance->base_type) {
@@ -951,9 +951,9 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
} break;
}
if (false && storage->config.float_texture_supported) {
if (storage->config.float_texture_supported) {
if (p_skeleton) {
glActiveTexture(GL_TEXTURE4);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
}