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@@ -1451,7 +1451,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
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void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
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state.canvas_instance_batches[state.current_batch_index].instance_count++;
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r_index++;
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- if (r_index >= data.max_instances_per_buffer) {
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+ if (r_index + state.last_item_index >= data.max_instances_per_buffer) {
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// Copy over all data needed for rendering right away
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// then go back to recording item commands.
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glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
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