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.

(cherry picked from commit 679f5bf410)
This commit is contained in:
Malcolm Nixon 2023-07-21 19:34:12 -04:00 committed by Yuri Sizov
parent e47abd790a
commit d7f7c92f61
1 changed files with 1 additions and 0 deletions

View File

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