From 777d6ae1c617f3cb711338e745665b6b1837a403 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Sat, 9 Dec 2023 12:15:59 -0700 Subject: [PATCH] Ensure that 2D meshes use a proper input mask The input mask was wrongly ignored in earlier versions. Now it is actually used so the input mask variable needs to be a valid number --- drivers/gles3/rasterizer_canvas_gles3.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index af292fe80a69..85a7da0c270a 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1388,7 +1388,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { GLuint vertex_array_gl = 0; GLuint index_array_gl = 0; - uint64_t input_mask = 0; // 2D meshes always use the same vertex format. + uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format. if (mesh_instance.is_valid()) { mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl); } else {