From b19cff8a08a03b39653ea16ec5f51a2c80c5f2d1 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Wed, 3 Dec 2014 23:24:58 -0800 Subject: 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. --- Source/Core/VideoBackends/OGL/PostProcessing.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp') 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(); -- cgit v1.2.3