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| author | Unknown W. Brackets <checkins@unknownbrackets.org> | 2014-12-03 23:24:58 -0800 |
|---|---|---|
| committer | Unknown W. Brackets <checkins@unknownbrackets.org> | 2014-12-06 19:27:49 -0800 |
| commit | b19cff8a08a03b39653ea16ec5f51a2c80c5f2d1 (patch) | |
| tree | 4153f73c3df632eebd9a5cde1d888e0455175305 /Source/Core/VideoBackends/OGL/PostProcessing.cpp | |
| parent | f7a16eca84a868b5dcce113ece3e84d21347feae (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.cpp | 2 |
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(); |
