while (mask) {
const int i = u_bit_scan(&mask);
const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
struct gl_array_attributes *currval = &vbo->current[shift + i];
while (mask) {
const int i = u_bit_scan(&mask);
const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
struct gl_array_attributes *currval = &vbo->current[shift + i];
else
COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
else
COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul) != 0) {
memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul);
memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul) != 0) {
memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul);
- currval->Size = size;
- currval->_ElementSize = size * sizeof(GLfloat) * dmul;
- currval->Type = type;
- currval->Integer = vbo_attrtype_to_integer_flag(type);
- currval->Doubles = vbo_attrtype_to_double_flag(type);
- currval->Normalized = GL_FALSE;
- currval->Format = GL_RGBA;
+ vbo_set_vertex_format(&currval->Format, size, type);
GLuint min_index = _vbo_save_get_min_index(node);
GLuint max_index = _vbo_save_get_max_index(node);
ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE,
GLuint min_index = _vbo_save_get_min_index(node);
GLuint max_index = _vbo_save_get_max_index(node);
ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE,
- min_index, max_index, NULL, 0, NULL);
+ min_index, max_index, 1, 0, NULL, 0);