- fixed: For updating the model VAO's attribute pointers it is necessary to first bind the vertex buffer we need to refer to, because this is not part of the VAO's state.

This commit is contained in:
Christoph Oelckers 2014-07-27 11:53:18 +02:00
parent e07d06fa2a
commit 77d9d9b2a5
2 changed files with 1 additions and 1 deletions

View file

@ -140,6 +140,7 @@ FModelVertexBuffer::~FModelVertexBuffer()
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, float factor)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);

View file

@ -88,7 +88,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
//
FString vp_comb = "#version 130\n";
if (gl.glslversion >= 3.3f) vp_comb = "#version 330 core\n"; // I can't shut up the deprecation warnings in GLSL 1.3 so if available use a version with compatibility profile.
// todo when using shader storage buffers, add
// "#version 400 compatibility\n#extension GL_ARB_shader_storage_buffer_object : require\n" instead.