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authorBrian Paul <brianp@vmware.com>2009-05-22 13:15:41 -0600
committerBrian Paul <brianp@vmware.com>2009-05-22 13:15:41 -0600
commitc3538969e1ae3e626a618934aa8f35a7a22ddb39 (patch)
tree2fc9250788a574be24ae526e6b2c5abd4afef5f0
parent58fadc624281b3f0bbe084e3e8af28a61036ca94 (diff)
vbo: fix crash in vbo_exec_bind_arrays()
When a vertex shader uses generic vertex attribute 0, but not gl_Vertex, we need to set attribute[16] to point to attribute[0]. We were setting the attribute size, but not the pointer. Fixes crash in glsl/multitex.c when using the VertCoord attribute instead of gl_Vertex.
-rw-r--r--src/mesa/vbo/vbo_exec_draw.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c
index 5381cc4d92..da2d849ded 100644
--- a/src/mesa/vbo/vbo_exec_draw.c
+++ b/src/mesa/vbo/vbo_exec_draw.c
@@ -185,6 +185,7 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
exec->vtx.inputs[16] = exec->vtx.inputs[0];
exec->vtx.attrsz[16] = exec->vtx.attrsz[0];
+ exec->vtx.attrptr[16] = exec->vtx.attrptr[0];
exec->vtx.attrsz[0] = 0;
}
break;