Disabling glVertexAttribFormat for now because of an issue with instancing

This commit is contained in:
Brad Davis 2015-09-28 16:17:56 -07:00
parent 2e05ede524
commit 88d48994ed

View file

@ -91,7 +91,11 @@ void GLBackend::syncInputStateCache() {
#if (GPU_INPUT_PROFILE == GPU_CORE_41)
#define NO_SUPPORT_VERTEX_ATTRIB_FORMAT
#else
#define SUPPORT_VERTEX_ATTRIB_FORMAT
// FIXME unfortunately, something is wrong with the SUPPORT_VERTEX_ATTRIB_FORMAT manipulation of vertex attrib divisors
// You can see this problem if you load the sandbox model and a non-procedrual sphere (or any other instanced primitive)
// and can see them in a stereo view. The right eye view will lack textures because for some reason the texture
// vertex attribute still retains the divisor from the instanced rendering at the end of the previous frame.
//#define SUPPORT_VERTEX_ATTRIB_FORMAT
#endif
void GLBackend::updateInput() {