diff --git a/src/rendering/gl_load/gl_interface.cpp b/src/rendering/gl_load/gl_interface.cpp index 72806a6a033..69c1c258fe1 100644 --- a/src/rendering/gl_load/gl_interface.cpp +++ b/src/rendering/gl_load/gl_interface.cpp @@ -177,7 +177,7 @@ 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;