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Ensure that 2D meshes use a proper input mask
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The input mask was wrongly ignored in earlier versions. Now it is actually used so the input mask variable needs to be a valid number
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clayjohn committed Dec 9, 2023
1 parent b94eb58 commit 777d6ae
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion drivers/gles3/rasterizer_canvas_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1388,7 +1388,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;

uint64_t input_mask = 0; // 2D meshes always use the same vertex format.
uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format.
if (mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
} else {
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