Fixed issue with buffers being wrongly cleared, closes #25484

This commit is contained in:
Juan Linietsky 2019-02-24 00:32:34 -03:00
parent 4ebb544ffa
commit ab8f3d7842

View File

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