Clear meshes as needed in TerrainPropJob.

This commit is contained in:
Relintai 2025-02-06 17:21:24 +01:00
parent ac6be71368
commit 4a2d4af692

View File

@ -457,18 +457,6 @@ void TerrainPropJob::phase_steps() {
if (count > 0) {
chunk->meshes_create(TerrainChunkDefault::MESH_INDEX_PROP, count);
}
} else {
//we have the meshes, just clear
int count = chunk->mesh_rid_get_count(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH);
for (int i = 0; i < count; ++i) {
mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, i);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
}
}
}
}
@ -524,6 +512,10 @@ void TerrainPropJob::step_type_normal() {
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -554,6 +546,10 @@ void TerrainPropJob::step_type_drop_uv2() {
temp_mesh_arr[RenderingServer::ARRAY_TEX_UV2] = Variant();
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -578,6 +574,10 @@ void TerrainPropJob::step_type_merge_verts() {
Ref<TerrainChunkDefault> chunk = _chunk;
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -622,6 +622,10 @@ void TerrainPropJob::step_type_bake_texture() {
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (lmat.is_valid()) {
@ -649,6 +653,10 @@ void TerrainPropJob::step_type_simplify_mesh() {
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;