render->mode = VBO;
if (ctx->Light.Enabled) {
- for (i = 0; i < MAT_ATTRIB_MAX; i++) {
- if (arrays[VERT_ATTRIB_GENERIC0 + i]->StrideB) {
+ for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) {
+ if (arrays[VERT_ATTRIB_MAT(i)]->StrideB) {
render->mode = IMM;
break;
}
RENDER_LOCALS(ctx);
if (!array->StrideB) {
- if (attr >= VERT_ATTRIB_GENERIC0)
+ if (attr >= VERT_ATTRIB_MAT(0))
/* nouveau_update_state takes care of materials. */
return;
}
}
-#define MAT(a) (VERT_ATTRIB_GENERIC0 + MAT_ATTRIB_##a)
+#define MAT(a) VERT_ATTRIB_MAT(MAT_ATTRIB_##a)
static void
vbo_choose_attrs(struct gl_context *ctx, const struct gl_vertex_array **arrays)