diff --git a/src/gl/system/gl_interface.cpp b/src/gl/system/gl_interface.cpp index 6e87eb95a..b7e10c1c8 100644 --- a/src/gl/system/gl_interface.cpp +++ b/src/gl/system/gl_interface.cpp @@ -265,7 +265,7 @@ void gl_LoadExtensions() // Mesa implements shader storage only for fragment shaders. // Just disable the feature there. The light buffer may just use a uniform buffer without any adverse effects. - int v; + int v = 0; glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v); if (v == 0) gl.flags &= ~RFL_SHADER_STORAGE_BUFFER;