#include "bufferobj.h"
#endif
#include "arrayobj.h"
-#include "dispatch.h"
+#include "glapi/dispatch.h"
/**
obj->Vertex.StrideB = 0;
obj->Vertex.Ptr = NULL;
obj->Vertex.Enabled = GL_FALSE;
- obj->Vertex.Flags = CA_CLIENT_DATA;
obj->Normal.Type = GL_FLOAT;
obj->Normal.Stride = 0;
obj->Normal.StrideB = 0;
obj->Normal.Ptr = NULL;
obj->Normal.Enabled = GL_FALSE;
- obj->Normal.Flags = CA_CLIENT_DATA;
obj->Color.Size = 4;
obj->Color.Type = GL_FLOAT;
obj->Color.Stride = 0;
obj->Color.StrideB = 0;
obj->Color.Ptr = NULL;
obj->Color.Enabled = GL_FALSE;
- obj->Color.Flags = CA_CLIENT_DATA;
obj->SecondaryColor.Size = 4;
obj->SecondaryColor.Type = GL_FLOAT;
obj->SecondaryColor.Stride = 0;
obj->SecondaryColor.StrideB = 0;
obj->SecondaryColor.Ptr = NULL;
obj->SecondaryColor.Enabled = GL_FALSE;
- obj->SecondaryColor.Flags = CA_CLIENT_DATA;
obj->FogCoord.Size = 1;
obj->FogCoord.Type = GL_FLOAT;
obj->FogCoord.Stride = 0;
obj->FogCoord.StrideB = 0;
obj->FogCoord.Ptr = NULL;
obj->FogCoord.Enabled = GL_FALSE;
- obj->FogCoord.Flags = CA_CLIENT_DATA;
obj->Index.Type = GL_FLOAT;
obj->Index.Stride = 0;
obj->Index.StrideB = 0;
obj->Index.Ptr = NULL;
obj->Index.Enabled = GL_FALSE;
- obj->Index.Flags = CA_CLIENT_DATA;
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
obj->TexCoord[i].Size = 4;
obj->TexCoord[i].Type = GL_FLOAT;
obj->TexCoord[i].StrideB = 0;
obj->TexCoord[i].Ptr = NULL;
obj->TexCoord[i].Enabled = GL_FALSE;
- obj->TexCoord[i].Flags = CA_CLIENT_DATA;
}
obj->EdgeFlag.Stride = 0;
obj->EdgeFlag.StrideB = 0;
obj->EdgeFlag.Ptr = NULL;
obj->EdgeFlag.Enabled = GL_FALSE;
- obj->EdgeFlag.Flags = CA_CLIENT_DATA;
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
obj->VertexAttrib[i].Size = 4;
obj->VertexAttrib[i].Type = GL_FLOAT;
obj->VertexAttrib[i].Ptr = NULL;
obj->VertexAttrib[i].Enabled = GL_FALSE;
obj->VertexAttrib[i].Normalized = GL_FALSE;
- obj->VertexAttrib[i].Flags = CA_CLIENT_DATA;
}
#if FEATURE_ARB_vertex_buffer_object