vbo: fix crash in vbo_exec_bind_arrays()
When a vertex shader uses generic vertex attribute 0, but not gl_Vertex, we need to set attribute[16] to point to attribute[0]. We were setting the attribute size, but not the pointer. Fixes crash in glsl/multitex.c when using the VertCoord attribute instead of gl_Vertex.
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@@ -185,6 +185,7 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
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(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
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exec->vtx.inputs[16] = exec->vtx.inputs[0];
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exec->vtx.attrsz[16] = exec->vtx.attrsz[0];
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exec->vtx.attrptr[16] = exec->vtx.attrptr[0];
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exec->vtx.attrsz[0] = 0;
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}
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break;
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