Fixed issue with buffers being wrongly cleared, closes #25484
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@ -1028,6 +1028,11 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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for (int i = 0; i < 6; i++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], sky->radiance, lod);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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break; //may be too small
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}
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glViewport(0, 0, size, size);
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bind_quad_array();
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@ -2209,6 +2214,8 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_size, ir.ptr(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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} else {
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surface->index_id = 0;
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}
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// TODO generate wireframes
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