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author | Brian Paul <[email protected]> | 2009-02-02 16:33:08 -0700 |
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committer | Brian Paul <[email protected]> | 2009-02-02 16:51:45 -0700 |
commit | dea0d4d56326f148a42c766bdbaf1b5bb247cc59 (patch) | |
tree | 001cb5e05a1a279cf00e4fd993d1d8cb8222df91 /progs/util | |
parent | 1cb7cd1292dc8592d4912194d91355eb61361be5 (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')
0 files changed, 0 insertions, 0 deletions