diff options
author | Ian Romanick <[email protected]> | 2011-10-13 16:13:51 -0700 |
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committer | Ian Romanick <[email protected]> | 2011-10-14 09:40:31 -0700 |
commit | c19f8ab2796a68d5e0c3c6334e7597f7f1c4c757 (patch) | |
tree | 8b36ce246a2dc4820c8d5e30b0f2bf4c4dda1cc0 /configs/linux-x86-64-debug | |
parent | ae272a92a17510493392d7d7dd4937786af415ec (diff) |
mesa/vbo: Treat attribute 0 and vertex as the same
This is supported by the pseudo-code on pages 27 and 28 (pages 41 and
42 of the PDF) of the OpenGL 2.1 spec. The last part of the
implementation of ArrayElement is:
if (generic attribute array 0 enabled) {
if (generic vertex attribute 0 array normalization flag is set, and
type is not FLOAT or DOUBLE)
VertexAttrib[size]N[type]v(0, generic vertex attribute 0 array element i);
else
VertexAttrib[size][type]v(0, generic vertex attribute 0 array element i);
} else if (vertex array enabled) {
Vertex[size][type]v(vertex array element i);
}
Page 23 (page 37 of the PDF) of the same spec says:
"Setting generic vertex attribute zero specifies a vertex; the
four vertex coordinates are taken from the values of attribute
zero. A Vertex2, Vertex3, or Vertex4 command is completely
equivalent to the corresponding VertexAttrib* command with an
index of zero."
Fixes piglit test attribute0.
NOTE: This is a candidate for stable branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'configs/linux-x86-64-debug')
0 files changed, 0 insertions, 0 deletions