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.
@@ -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();