Avoid unecessary binding of occlusion polygon vertex array

By binding this and unbinding it, the state was getting modified in other parts of the pipeline
This commit is contained in:
clayjohn 2023-02-17 13:11:25 -08:00
parent 29f670b7ab
commit 5bbf5b8e72

View file

@ -1951,11 +1951,12 @@ void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vec
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
glBindVertexArray(0);
} else {
glBindVertexArray(oc->vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}