diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index da04e6f9389b..5f61d590e39a 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -263,28 +263,11 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) { // Our attachments - Vector fb; - fb.push_back(p_color); // 0 - fb.push_back(p_depth); // 1 + Vector attachments; + attachments.push_back(p_color); // 0 + attachments.push_back(p_depth); // 1 - // Now define our subpasses - Vector passes; - RD::FramebufferPass pass; - - // re-using the same attachments - pass.color_attachments.push_back(0); - pass.depth_attachment = 1; - - // - opaque pass - passes.push_back(pass); - - // - sky pass - passes.push_back(pass); - - // - alpha pass - passes.push_back(pass); - - return RD::get_singleton()->framebuffer_create_multipass(fb, passes); + return RD::get_singleton()->framebuffer_create(attachments); } void RenderForwardMobile::setup_render_buffer_data(Ref p_render_buffers) { @@ -1049,10 +1032,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true); - if (rb_data.is_valid()) { - framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS); - } - // this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation //_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);