Use LOD_0, not LAST_LOD, for instance count updates
This commit is contained in:
parent
99da7a703d
commit
e2073d5639
|
|
@ -220,7 +220,7 @@ void Terrain3DInstancer::_update_mmi_by_region(const Terrain3DRegion *p_region,
|
|||
if (modified || !mm.is_valid() ||
|
||||
lod == Terrain3DMeshAsset::SHADOW_LOD_ID) {
|
||||
// Subtract previous instance count for this cell
|
||||
if (mm.is_valid() && lod == ma->get_last_lod()) {
|
||||
if (mm.is_valid() && lod == 0) {
|
||||
ma->update_instance_count(-RS->multimesh_get_instance_count(mm));
|
||||
}
|
||||
if (lod == Terrain3DMeshAsset::SHADOW_LOD_ID) {
|
||||
|
|
@ -416,7 +416,7 @@ void Terrain3DInstancer::_destroy_mmi_by_cell(const Vector2i &p_region_loc, cons
|
|||
RID &mmi = cell_mmi_dict[p_cell].first;
|
||||
RID &mm = cell_mmi_dict[p_cell].second;
|
||||
if (ma.is_valid() && mm.is_valid()) {
|
||||
if (lod == ma->get_last_lod()) {
|
||||
if (lod == 0) {
|
||||
ma->update_instance_count(-RS->multimesh_get_instance_count(mm));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue