mesa: fix indentation in vertex_attrib_binding()
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
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@@ -136,9 +136,9 @@ vertex_attrib_binding(struct gl_context *ctx,
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struct gl_array_attributes *array = &vao->VertexAttrib[attribIndex];
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if (!_mesa_is_bufferobj(vao->VertexBinding[bindingIndex].BufferObj))
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vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
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vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
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else
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vao->VertexAttribBufferMask |= VERT_BIT(attribIndex);
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vao->VertexAttribBufferMask |= VERT_BIT(attribIndex);
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if (array->BufferBindingIndex != bindingIndex) {
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const GLbitfield64 array_bit = VERT_BIT(attribIndex);
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