mirror of https://github.com/godotengine/godot
Unlike renderer_rd, the gles3 light storage fails to initialize the intensity of the light. To avoid using garbage memory, possibly NaN, we use the same default value that renderer_rd uses. Fixes #76956 |
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| .. | ||
| SCsub | ||
| config.cpp | ||
| config.h | ||
| light_storage.cpp | ||
| light_storage.h | ||
| material_storage.cpp | ||
| material_storage.h | ||
| mesh_storage.cpp | ||
| mesh_storage.h | ||
| particles_storage.cpp | ||
| particles_storage.h | ||
| render_scene_buffers_gles3.cpp | ||
| render_scene_buffers_gles3.h | ||
| texture_storage.cpp | ||
| texture_storage.h | ||
| utilities.cpp | ||
| utilities.h | ||