fix an attr/src mix-up when setting-up/binding vertex arrays

This fixes problems with incorrect material coefficients when glMaterial
is called per-vertex.
This commit is contained in:
Brian Paul 2008-05-16 15:23:04 -06:00
parent f27c6f3139
commit a2e6beade1
2 changed files with 2 additions and 2 deletions

View file

@ -187,7 +187,7 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
arrays[attr].BufferObj = exec->vtx.bufferobj; /* NullBufferObj */
arrays[attr]._MaxElement = count; /* ??? */
data += exec->vtx.attrsz[attr] * sizeof(GLfloat);
data += exec->vtx.attrsz[src] * sizeof(GLfloat);
}
}
}

View file

@ -146,7 +146,7 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
assert(arrays[attr].BufferObj->Name);
data += node->attrsz[attr] * sizeof(GLfloat);
data += node->attrsz[src] * sizeof(GLfloat);
}
}
}