Merge pull request #100471 from dsnopek/openxr-xrsim-composition-layer-crash

OpenXR: Fix crash with composition layers in non-dev builds
This commit is contained in:
Thaddeus Crews 2024-12-16 12:10:08 -06:00
commit 4364ed6ccd
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@ -85,6 +85,7 @@ OpenXRCompositionLayer::~OpenXRCompositionLayer() {
composition_layer_nodes.erase(this);
if (openxr_layer_provider != nullptr) {
_clear_composition_layer_provider();
memdelete(openxr_layer_provider);
openxr_layer_provider = nullptr;
}
@ -374,16 +375,7 @@ void OpenXRCompositionLayer::_reset_fallback_material() {
material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, !enable_hole_punch);
material->set_transparency(get_alpha_blend() ? StandardMaterial3D::TRANSPARENCY_ALPHA : StandardMaterial3D::TRANSPARENCY_DISABLED);
Ref<ViewportTexture> texture = material->get_texture(StandardMaterial3D::TEXTURE_ALBEDO);
if (texture.is_null()) {
texture = layer_viewport->get_texture();
}
Node *loc_scene = texture->get_local_scene();
NodePath viewport_path = loc_scene->get_path_to(layer_viewport);
texture->set_viewport_path_in_scene(viewport_path);
material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, texture);
material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, layer_viewport->get_texture());
} else {
fallback->set_surface_override_material(0, Ref<Material>());
}