Avoid material rebind when using skeleton #37667
Merged
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Fixes #37660 For 3.2. Because of the
nullptr
change, I need a different PR for each.Changes to use the same logic as GLES3
godot/drivers/gles3/rasterizer_scene_gles3.cpp
Lines 2190 to 2200 in df87601
Previously, every time a valid skeleton was used, a rebind would occur. Now, a rebind on occurs when the previous skeleton was null and the current is valid or vice versa (i.e. state changes only when state needs to change)
I am not sure why
(prev_skeleton != skeleton)
evaluates totrue
every frame, but I assume it has to do with how GLES2 treats skeletons, it seems to make a slightly different skeleton for each mesh instead of sharing one across many.