forked from bartvdbraak/blender
Fix T49520: broken vertex colors in the game engine.
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fd2bffd22e
commit
641e586b15
@ -171,7 +171,7 @@ void RAS_StorageVA::TexCoordPtr(const RAS_TexVert *tv)
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glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
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break;
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case RAS_IRasterizer::RAS_TEXCO_VCOL:
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glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
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glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(RAS_TexVert), tv->getRGBA());
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break;
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default:
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break;
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@ -149,6 +149,9 @@ void VBO::Draw(int texco_num, RAS_IRasterizer::TexCoGen* texco, int attrib_num,
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glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, this->stride, this->tangent_offset);
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glEnableVertexAttribArrayARB(unit);
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break;
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case RAS_IRasterizer::RAS_TEXCO_VCOL:
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glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_TRUE, this->stride, this->color_offset);
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glEnableVertexAttribArrayARB(unit);
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default:
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break;
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}
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