Fix GLSL code not working correctly for Macs without VBO, again report

by scorpion81 on irc
This commit is contained in:
Antony Riakiotakis 2015-07-17 19:12:04 +02:00
parent c1290e441e
commit 712098b1c8

@ -872,7 +872,8 @@ static void cdDM_drawMappedFacesGLSL(
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
/* workaround for NVIDIA GPUs on Mac not supporting vertex arrays + interleaved formats, see T43342 */ /* workaround for NVIDIA GPUs on Mac not supporting vertex arrays + interleaved formats, see T43342 */
if ((GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_ANY) && (U.gameflags & USER_DISABLE_VBO)) || //GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_ANY) &&
if (((U.gameflags & USER_DISABLE_VBO)) ||
setDrawOptions != NULL) setDrawOptions != NULL)
{ {
DMVertexAttribs attribs; DMVertexAttribs attribs;
@ -892,7 +893,8 @@ static void cdDM_drawMappedFacesGLSL(
if (new_matnr != matnr) { if (new_matnr != matnr) {
glEnd(); glEnd();
do_draw = setMaterial(matnr = new_matnr, &gattribs); matnr = new_matnr;
do_draw = setMaterial(matnr + 1, &gattribs);
if (do_draw) if (do_draw)
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs); DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);