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authorIan Romanick <[email protected]>2011-10-13 16:13:51 -0700
committerIan Romanick <[email protected]>2011-10-14 09:40:31 -0700
commitc19f8ab2796a68d5e0c3c6334e7597f7f1c4c757 (patch)
tree8b36ce246a2dc4820c8d5e30b0f2bf4c4dda1cc0 /configs/linux-x86-64-debug
parentae272a92a17510493392d7d7dd4937786af415ec (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]>
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