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Unbind the framebuffer when updating meshes.

While the vertex shaders used to update the meshes aren't actually rendering to the framebuffer, they may still refuse to run with some framebuffers bound - such as XR with multiple views.
Malcolm Nixon 2 年之前
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共有 1 个文件被更改,包括 1 次插入0 次删除
  1. 1 0
      drivers/gles3/storage/mesh_storage.cpp

+ 1 - 0
drivers/gles3/storage/mesh_storage.cpp

@@ -1075,6 +1075,7 @@ void MeshStorage::update_mesh_instances() {
 	}
 
 	glEnable(GL_RASTERIZER_DISCARD);
+	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 	// Process skeletons and blend shapes using transform feedback
 	while (dirty_mesh_instance_arrays.first()) {
 		MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();