Unbind unpack buffer when creating overlay texturel

This commit is contained in:
baldurk
2020-12-14 20:25:36 +00:00
parent 0163328884
commit d91785fefb
+2
View File
@@ -381,6 +381,8 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
if(rs.Program.name == 0 && rs.Pipeline.name == 0)
return ResourceId();
GL.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, 0);
// use our overlay program that we'll fill up with all the right
// shaders, then replace the fragment shader with our own.
drv.glBindProgramPipeline(0);