const struct vertex_header *v)
{
const struct st_context *st = st_context(ctx);
+ struct st_vertex_program *stvp = (struct st_vertex_program *)st->vp;
GLfloat win[4];
const GLfloat *color, *texcoord;
GLuint slot;
* color and texcoord attribs to use here.
*/
- slot = st->vp->result_to_output[VARYING_SLOT_COL0];
+ slot = stvp->result_to_output[VARYING_SLOT_COL0];
if (slot != ~0U)
color = v->data[slot];
else
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
- slot = st->vp->result_to_output[VARYING_SLOT_TEX0];
+ slot = stvp->result_to_output[VARYING_SLOT_TEX0];
if (slot != ~0U)
texcoord = v->data[slot];
else
ctx->Driver.Draw = st_feedback_draw_vbo;
/* need to generate/use a vertex program that emits pos/color/tex */
if (vp)
- st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
+ st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_program(vp));
}
}