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| author | comex <comexk@gmail.com> | 2014-09-03 00:08:50 -0400 |
|---|---|---|
| committer | comex <comexk@gmail.com> | 2014-09-03 00:10:45 -0400 |
| commit | b48e059173ccb02cd3b13e5c8de21b2eac36abf1 (patch) | |
| tree | 3c0cf1305e4786fdb42eed7f1bb48aef1088832d /Source/Core/VideoCommon/TextureDecoder_x64.cpp | |
| parent | dd5be7c0dc14bfaa7972ce24d07d85bd7189a090 (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.
Diffstat (limited to 'Source/Core/VideoCommon/TextureDecoder_x64.cpp')
0 files changed, 0 insertions, 0 deletions
