Fix really crappy bug after vertex array refactor commit, it used vertex
arrays offset when VBOs were active and could cause a crash in driver. Thanks to Dalai again for finding this out.
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@@ -1132,7 +1132,7 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm,
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}
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if (numdata != 0) {
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elementsize = GPU_attrib_element_size(datatypes, numdata);
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buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, true);
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buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, false);
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if (buffer == NULL) {
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GPU_buffer_unbind();
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buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, true);
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