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Improve shader time roll over

- Resurrect it for GL ES 2
- Add it to the Vulkan rasterizer
- Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer
This commit is contained in:
Pedro J. Estébanez
2020-04-29 22:34:09 +02:00
parent 92d4a0cbd2
commit f7706659b5
3 changed files with 11 additions and 3 deletions

View File

@@ -30,6 +30,8 @@
#include "rasterizer_rd.h"
#include "core/project_settings.h"
void RasterizerRD::prepare_for_blitting_render_targets() {
RD::get_singleton()->prepare_screen_for_drawing();
}
@@ -78,6 +80,10 @@ void RasterizerRD::blit_render_targets_to_screen(DisplayServer::WindowID p_scree
void RasterizerRD::begin_frame(double frame_step) {
frame++;
time += frame_step;
double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
time = Math::fmod(time, time_roll_over);
canvas->set_time(time);
scene->set_time(time, frame_step);
}