-
-
Notifications
You must be signed in to change notification settings - Fork 21.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Use defaults to initialize sky data in case of no sky #79812
Use defaults to initialize sky data in case of no sky #79812
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me! The same changes are needed in GLES3 as well before this is ready to merge:
void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size) { |
No problem, I'll have that done in a jiffy. |
One thing - I saw affect_sky fog property doesn't do anything to the clear color in GLES3. Should I fix that before we merge this? |
If you want to, then sure! But IMO that would be best done in a follow-up PR. |
The updated code looks great! The final step before merging is to squash all the commits together so that the whole PR only contains 1 big commit with all your changes. We like to merge one commit at a time to keep the git history clean and navigable. If you don't know how to do that, we have a helpful tutorial in the official documentation https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html#the-interactive-rebase |
e44c126
to
67c13fe
Compare
Should be good to go. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me.
I've tested locally and I didn't identify any regressions. I wasn't able to reproduce the reported bug though, so I can't confirm that it is actually fixed.
At any rate, I am happy to move forward with merging this
Thanks! And congrats on your first merged Godot PR! |
Thanks, Yuri! |
Fixes #79509. Effectively makes parameter "sky" optional - we only check it where it's used and everywhere it's not needed is not behind a condition anymore. Classic fog now no longer results in TDR when clear color is used for sky.