FTI - Fix SceneTreeFTI depth limit behaviour
Fixes off by one bug, and increases the limit slightly.
This commit is contained in:
@ -283,7 +283,7 @@ void SceneTreeFTI::_create_depth_lists() {
|
||||
|
||||
// This shouldn't happen, but wouldn't be terrible if it did.
|
||||
DEV_ASSERT(depth >= 0);
|
||||
depth = MIN(depth, (int32_t)data.scene_tree_depth_limit);
|
||||
depth = MIN(depth, (int32_t)data.scene_tree_depth_limit - 1);
|
||||
|
||||
LocalVector<Spatial *> &dest_list = data.dirty_spatial_depth_lists[depth];
|
||||
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
|
||||
|
||||
@ -80,7 +80,7 @@ class SceneTreeFTI {
|
||||
};
|
||||
|
||||
struct Data {
|
||||
static const uint32_t scene_tree_depth_limit = 32;
|
||||
static const uint32_t scene_tree_depth_limit = 48;
|
||||
|
||||
// Prev / Curr lists of spatials having local xforms pumped.
|
||||
LocalVector<Spatial *> tick_xform_list[2];
|
||||
|
||||
Reference in New Issue
Block a user