Fix possible vao crash

Some bindbuffer later will invalidate the previous bound vao
This commit is contained in:
Benau 2018-02-02 13:41:11 +08:00
parent b26e62322f
commit e81e16c6da

View File

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