GLuint data = node->buffer_offset;
const GLuint *map;
GLuint attr;
- GLuint varying_inputs = 0;
+ GLbitfield varying_inputs = 0x0;
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
vbo_bind_vertex_list( ctx, node );
+ /* Again...
+ */
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
vbo_context(ctx)->draw_prims( ctx,
save->inputs,
node->prim,