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Fix error in Web builds that resulting in 2D
objects not drawing in the GLES3 backend. Issue came from not binding a light UBO when using the DISABLE_LIGHTING code path
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@@ -130,7 +130,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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if (syncStatus == GL_UNSIGNALED) {
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// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
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if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
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#ifndef WEB_ENABLED
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// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
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glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
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#endif
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} else {
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// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
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// Allocate a new buffer and use that.
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