Fix MultiMesh visible_instance_count being ignored after the first frame

Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
Ricardo Buring 2022-12-10 21:57:44 +01:00 committed by clayjohn
parent 604493eb6e
commit 497f5576c1
3 changed files with 12 additions and 6 deletions

View File

@ -1835,8 +1835,12 @@ void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible
}
if (multimesh->data_cache.size()) {
//there is a data cache..
// There is a data cache, but we may need to update some sections.
_multimesh_mark_all_dirty(multimesh, false, true);
int start = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
for (int i = start; i < p_visible; i++) {
_multimesh_mark_dirty(multimesh, i, true);
}
}
multimesh->visible_instances = p_visible;
@ -1868,7 +1872,7 @@ void MeshStorage::_update_dirty_multimeshes() {
if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
// If there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferData(GL_ARRAY_BUFFER, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
} else {
// Not that many regions? update them all

View File

@ -1805,8 +1805,12 @@ void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible
}
if (multimesh->data_cache.size()) {
//there is a data cache..
// There is a data cache, but we may need to update some sections.
_multimesh_mark_all_dirty(multimesh, false, true);
int start = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
for (int i = start; i < p_visible; i++) {
_multimesh_mark_dirty(multimesh, i, true);
}
}
multimesh->visible_instances = p_visible;

View File

@ -485,6 +485,7 @@ public:
singleton->_instance_queue_update(instance, true, false);
} break;
case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
case Dependency::DEPENDENCY_CHANGED_MATERIAL: {
singleton->_instance_queue_update(instance, false, true);
} break;
@ -496,9 +497,6 @@ public:
case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
singleton->_instance_queue_update(instance, true, true);
} break;
case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
//ignored
} break;
case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
//requires repairing
if (instance->indexer_id.is_valid()) {