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Fix shader state caching when blend shapes used #58808

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merged 1 commit into from
Mar 6, 2022

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The-O-King
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@The-O-King The-O-King commented Mar 5, 2022

Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used

This is an issue because the function keeps track of the previous shader
state to try to minimize state changes

Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct

Bugsquad edit: This closes #58592.

Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used

This is an issue because the function keeps track of the previous shader
state to try to minimize state changes

Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct
@akien-mga akien-mga merged commit b81251d into godotengine:3.x Mar 6, 2022
@akien-mga
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Thanks!

@akien-mga
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Cherry-picked for 3.4.4.

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3 participants