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authorBrian Paul <[email protected]>2009-02-02 16:33:08 -0700
committerBrian Paul <[email protected]>2009-02-02 16:51:45 -0700
commitdea0d4d56326f148a42c766bdbaf1b5bb247cc59 (patch)
tree001cb5e05a1a279cf00e4fd993d1d8cb8222df91 /progs/util
parent1cb7cd1292dc8592d4912194d91355eb61361be5 (diff)
mesa: fix GLSL issue preventing use of all 16 generic vertex attributes
Only 15 actually worked before since we always reserved generic[0] as an alias for vertex position. The case of vertex attribute 0 is tricky. The spec says that there is no aliasing between generic vertex attributes 0..MAX_VERTEX_ATTRIBS-1 and the conventional attributes. But it also says that calls to glVertexAttrib(0, v) are equivalent to glVertex(v). The distinction seems to be in glVertex-mode versus vertex array mode. So update the VBO code so that if the shader uses generic[0] but not gl_Vertex, route the attribute data set with glVertex() to go to shader input generic[0]. No change needed for the glDrawArrays/Elements() path. This is a potentially risky change so regressions are possible. All the usual tests seem OK though.
Diffstat (limited to 'progs/util')
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