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authorLioncash <mathew1800@gmail.com>2017-09-02 18:05:49 -0400
committerLioncash <mathew1800@gmail.com>2017-09-02 20:51:54 -0400
commit2237a6a04c11fa9253f68235fbe2bc060777cecd (patch)
tree745332deb60cf3b5c51e72919b3d9b0188486182 /Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
parent657195fad5b613cfa19a3894fb1da70a169ceb93 (diff)
OGL/VertexManager: Make vertex and index buffer handles private
These are only ever read, but not written to outside of the VertexManager class.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
index 816cdf3754..df24809ae0 100644
--- a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
+++ b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
@@ -60,8 +60,8 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
ProgramShaderCache::BindVertexFormat(this);
// the element buffer is bound directly to the vao, so we must it set for every vao
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
- glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
+ glBindBuffer(GL_ARRAY_BUFFER, vm->GetVertexBufferHandle());
SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, _vtx_decl.position);