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authorsamHFIT <shartle2017@my.fit.edu>2019-03-07 09:54:03 -0700
committerRémi Verschelde <rverschelde@gmail.com>2019-03-08 18:26:58 +0100
commitfbaee40b1dcc9fcd9a4c643698314ffa85cafbe2 (patch)
tree3acaf61fbcbbc2795a92561da1fadce19e0bd07f
parent60d910b1916305c4b0ac5f92415083995b4f7c7a (diff)
Added default color to mesh render
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 4f4608dca0..4817a524f4 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -834,6 +834,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
// 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
glBindVertexArray(s->array_id);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
if (s->index_array_len) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
} else {