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