Fix possible vao crash
Some bindbuffer later will invalidate the previous bound vao
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@ -408,8 +408,8 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
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{
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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return;
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}
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glBindVertexArray(0);
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} //renderSceneDeferred
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@ -489,12 +489,12 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
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// Now all instancing data from mesh and particle are done drawing
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m_draw_calls.setFenceSync();
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if (!CVS->isDeferredEnabled() && !forceRTT)
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if (!forceRTT)
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{
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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return;
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}
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glBindVertexArray(0);
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} //renderScene
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