Fix get_active_material when a material is directly set on the mesh

Makes MeshInstance3D::get_active_material consistent with the logic
in the rendering system.

Fixes #38108
This commit is contained in:
PouleyKetchoupp 2020-04-22 14:35:25 +02:00
parent 088c2a0870
commit 72ee09082c

View file

@ -307,19 +307,22 @@ Ref<Material> MeshInstance3D::get_surface_material(int p_surface) const {
Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
if (get_material_override() != Ref<Material>()) {
return get_material_override();
} else if (p_surface < materials.size()) {
return materials[p_surface];
} else {
Ref<Mesh> mesh = get_mesh();
Ref<Material> material_override = get_material_override();
if (material_override.is_valid()) {
return material_override;
}
if (mesh.is_null() || p_surface >= mesh->get_surface_count()) {
return Ref<Material>();
}
Ref<Material> surface_material = get_surface_material(p_surface);
if (surface_material.is_valid()) {
return surface_material;
}
Ref<Mesh> mesh = get_mesh();
if (mesh.is_valid()) {
return mesh->surface_get_material(p_surface);
}
return Ref<Material>();
}
void MeshInstance3D::_mesh_changed() {