mesa: Leave aliasing of vertex and generic0 attribute to the dlist code.
Now that dlist compilation again knows if it is inside glBegin/glEnd, we can leave the decision if aliasing should occur to the vertex attribute setter functions instead of doing that at glArrayElement time. Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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@@ -1450,10 +1450,7 @@ _mesa_array_element(struct gl_context *ctx, GLint elt)
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const gl_vert_attrib attrib = VERT_ATTRIB_GENERIC0;
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const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
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const void *src = attrib_src(vao, array, elt);
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/* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
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* issued as the last (provoking) attribute).
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*/
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func_nv(&array->Format)(0, src);
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func_arb(&array->Format)(0, src);
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} else if (vao->Enabled & VERT_BIT_POS) {
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const gl_vert_attrib attrib = VERT_ATTRIB_POS;
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const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
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