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Assign light indices after sorting in OpenGL renderer

This ensures that the light indices sent to the shader actually match where the light is saved
clayjohn 2 years ago
parent
commit
6d0af4fcd8
1 changed files with 2 additions and 4 deletions
  1. 2 4
      drivers/gles3/rasterizer_scene_gles3.cpp

+ 2 - 4
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1535,8 +1535,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
 					}
 				}
 
-				li->gl_id = r_omni_light_count;
-
 				scene_state.omni_light_sort[r_omni_light_count].instance = li;
 				scene_state.omni_light_sort[r_omni_light_count].depth = distance;
 				r_omni_light_count++;
@@ -1560,8 +1558,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
 					}
 				}
 
-				li->gl_id = r_spot_light_count;
-
 				scene_state.spot_light_sort[r_spot_light_count].instance = li;
 				scene_state.spot_light_sort[r_spot_light_count].depth = distance;
 				r_spot_light_count++;
@@ -1586,6 +1582,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
 		GLES3::LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
 		RID base = li->light;
 
+		li->gl_id = index;
+
 		Transform3D light_transform = li->transform;
 		Vector3 pos = inverse_transform.xform(light_transform.origin);