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mirror of https://github.com/godotengine/godot.git synced 2025-12-30 18:30:54 +00:00

Fix radiance/reflection fallback texture types.

This commit is contained in:
Skyth
2025-12-03 16:15:56 +03:00
parent 7a228b4b91
commit f6298405f3
2 changed files with 4 additions and 4 deletions

View File

@@ -3322,7 +3322,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (ref_texture.is_valid()) {
u.append_id(ref_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK));
}
uniforms.push_back(u);
}
@@ -3682,7 +3682,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
// No reflection atlas.
RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK);
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;

View File

@@ -495,7 +495,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_octmap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_octmap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
}
RD::Uniform u;
u.binding = 2;
@@ -512,7 +512,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (ref_texture.is_valid()) {
u.append_id(ref_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK));
}
uniforms.push_back(u);
}