Potentially address the crash when no vertex format is specified

This commit is contained in:
samcake 2016-11-23 16:37:06 -08:00
parent 9f689b1b69
commit 1974ded050

View file

@ -81,24 +81,23 @@ void GL45Backend::updateInput() {
glVertexBindingDivisor(bufferChannelNum, frequency);
#endif
}
// Manage Activation what was and what is expected now
// This should only disable VertexAttribs since the one in use have been disabled above
for (GLuint i = 0; i < (GLuint)newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _input._attributeActivation[i]) {
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
_input._attributeActivation.flip(i);
}
}
(void)CHECK_GL_ERROR();
}
// Manage Activation what was and what is expected now
// This should only disable VertexAttribs since the one needed by the vertex format (if it exists) have been enabled above
for (GLuint i = 0; i < (GLuint)newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _input._attributeActivation[i]) {
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
_input._attributeActivation.flip(i);
}
}
(void)CHECK_GL_ERROR();
_input._invalidFormat = false;
_stats._ISNumFormatChanges++;
}