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Initialize new VertexBuffer / IndexBuffer variable for completeness.

Lasse Öörni %!s(int64=9) %!d(string=hai) anos
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0010226c0b

+ 2 - 1
Source/Urho3D/Graphics/IndexBuffer.cpp

@@ -43,7 +43,8 @@ IndexBuffer::IndexBuffer(Context* context, bool forceHeadless) :
     lockCount_(0),
     lockCount_(0),
     lockScratchData_(0),
     lockScratchData_(0),
     shadowed_(false),
     shadowed_(false),
-    dynamic_(false)
+    dynamic_(false),
+    discardLock_(false)
 {
 {
     // Force shadowing mode if graphics subsystem does not exist
     // Force shadowing mode if graphics subsystem does not exist
     if (!graphics_)
     if (!graphics_)

+ 2 - 1
Source/Urho3D/Graphics/VertexBuffer.cpp

@@ -43,7 +43,8 @@ VertexBuffer::VertexBuffer(Context* context, bool forceHeadless) :
     lockCount_(0),
     lockCount_(0),
     lockScratchData_(0),
     lockScratchData_(0),
     shadowed_(false),
     shadowed_(false),
-    dynamic_(false)
+    dynamic_(false),
+    discardLock_(false)
 {
 {
     UpdateOffsets();
     UpdateOffsets();