When updating a mesh, the GPU Subdivision code makes calls to `GPU_indexbuf_bind_as_ssbo()`. This may cause the current VAO index buffer to change due to calls from `glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` in `GPU_indexbuf_bind_as_ssbo()`. The solution is to unbind the VAO (by calling `glBindVertexArray(0)`) before creating the index buffer IBO. Co-authored-by: Germano Cavalcante <grmncv@gmail.com> Pull Request #104873
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2.1 KiB