From a384ffa2b0fa955e896be57f831f8d3d1d326053 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Fri, 2 Apr 2021 14:01:47 -0700 Subject: [PATCH] Fix multimesh being colored by other nodes GLES3 (cherry picked from commit 92bf4938215f3dd5ca2ac5d9ccee5516c10f5339) --- drivers/gles3/rasterizer_canvas_gles3.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 69e14e7d055..f235dcb4f84 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -902,6 +902,8 @@ void RasterizerCanvasGLES3::render_batches(Item *p_current_clip, bool &r_reclip, amount = multi_mesh->size; } + glVertexAttrib4f(VS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0); + for (int j = 0; j < mesh_data->surfaces.size(); j++) { RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j]; // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing