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authorUnknown W. Brackets <checkins@unknownbrackets.org>2014-12-03 23:24:58 -0800
committerUnknown W. Brackets <checkins@unknownbrackets.org>2014-12-06 19:27:49 -0800
commitb19cff8a08a03b39653ea16ec5f51a2c80c5f2d1 (patch)
tree4153f73c3df632eebd9a5cde1d888e0455175305 /Source/Core/VideoBackends/OGL/PostProcessing.cpp
parentf7a16eca84a868b5dcce113ece3e84d21347feae (diff)
OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have enabled arrays. Only used in one instance currently, which fixes a crash with older NVIDIA drivers.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/PostProcessing.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
index 80bdf8eef4..74fd93147b 100644
--- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp
+++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
@@ -72,6 +72,8 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
if (m_attribute_workaround)
glBindVertexArray(m_attribute_vao);
+ else
+ OpenGL_BindAttributelessVAO();
m_shader.Bind();