Clear vertex attrib arrays before output to screen.

Doesn't seem to help the mis-enabled arrays, though.
This commit is contained in:
Unknown W. Brackets 2014-06-22 21:03:33 -07:00
parent 4c62a17f72
commit b8ad665b53

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@ -616,14 +616,14 @@ void GLES_GPU::CopyDisplayToOutputInternal() {
framebufferManager_.RebindFramebuffer();
transformDraw_.Flush();
shaderManager_->DirtyLastShader();
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
framebufferManager_.CopyDisplayToOutput();
framebufferManager_.EndFrame();
shaderManager_->DirtyLastShader();
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
#if 0
#ifdef USING_GLES2