Several fixes to 3D rendering, and multimesh implementation.

This commit is contained in:
Juan Linietsky 2019-09-14 00:37:42 -03:00
parent 9d7b7f931b
commit 6deffa62fb
36 changed files with 1212 additions and 222 deletions

View file

@ -482,8 +482,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
//code for functions
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
function = fnode;
current_func_name = fnode->name;
function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
function = NULL;
}
//place functions in actual code
@ -763,7 +765,6 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
sampler_name = actions.custom_samplers[texture_uniform];
} else {
if (shader->uniforms.has(texture_uniform)) {
print_line("shader from texture uniform " + itos(shader->uniforms[texture_uniform].filter) + ", " + itos(shader->uniforms[texture_uniform].repeat));
sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat);
} else {
bool found = false;