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