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Diffstat (limited to 'drivers/gles3/storage/mesh_storage.cpp')
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 8ab66e2bc6..e073db3cfd 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -33,6 +33,7 @@
#include "mesh_storage.h"
#include "config.h"
#include "material_storage.h"
+#include "texture_storage.h"
#include "utilities.h"
using namespace GLES3;
@@ -219,7 +220,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
glGenBuffers(1, &s->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
// If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array
- // from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer
+ // from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer
// But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw.
// This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small
// this should still be a net win for bandwidth.
@@ -1248,7 +1249,7 @@ void MeshStorage::update_mesh_instances() {
}
glEnable(GL_RASTERIZER_DISCARD);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
// Process skeletons and blend shapes using transform feedback
while (dirty_mesh_instance_arrays.first()) {
MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();