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authorBrian Paul <[email protected]>2018-01-31 14:05:46 -0700
committerBrian Paul <[email protected]>2018-02-01 12:17:59 -0700
commitb0a2f38db9ec08b79362fb255097423ac5637eea (patch)
tree8d30c50c0cc0a3c614bafe96dbd3cd43f6891860
parent84c36418646ae57f88e501efc23c4d7df921c197 (diff)
vbo: use vbo local var for draw call in vbo_save_playback_vertex_list()
Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Mathias Fröhlich <[email protected]>
-rw-r--r--src/mesa/vbo/vbo_save_draw.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index fd0ccc1230a..cf824c66b0c 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -332,13 +332,13 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
if (node->vertex_count > 0) {
GLuint min_index = node->start_vertex;
GLuint max_index = min_index + node->vertex_count - 1;
- vbo_context(ctx)->draw_prims(ctx,
- node->prims,
- node->prim_count,
- NULL,
- GL_TRUE,
- min_index, max_index,
- NULL, 0, NULL);
+ vbo->draw_prims(ctx,
+ node->prims,
+ node->prim_count,
+ NULL,
+ GL_TRUE,
+ min_index, max_index,
+ NULL, 0, NULL);
}
}