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.
This commit is contained in:
Malcolm Nixon 2023-07-21 19:34:12 -04:00
parent 6588a4a29a
commit 679f5bf410
1 changed files with 1 additions and 0 deletions

View File

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