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authorcomex <comexk@gmail.com>2014-09-03 00:08:50 -0400
committercomex <comexk@gmail.com>2014-09-03 00:10:45 -0400
commitb48e059173ccb02cd3b13e5c8de21b2eac36abf1 (patch)
tree3c0cf1305e4786fdb42eed7f1bb48aef1088832d /Source/Core/VideoCommon/TextureDecoder_x64.cpp
parentdd5be7c0dc14bfaa7972ce24d07d85bd7189a090 (diff)
Don't switch to a vertex array object of 0.
This causes glDrawArrays to fail in core profile, and thus on OS X, see: http://renderingpipeline.com/2012/03/attribute-less-rendering/ There must be something bound, even though it is not used. Fixes #7599. I'm not sure this is actually the best way to fix it, since AFAICT it makes a nonobvious assumption that *something* will be bound before the first attributeless rendering in TextureConverter::DecodeToTexture, but it's what degasus suggested and seems to work.
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