{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
+ struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
GLuint i;
/* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
* rather than as individual named arrays. Then this function can
* go away.
*/
- exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;
+ exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];
- exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;
- exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;
- exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;
- exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;
- exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;
- if (ctx->Array.ArrayObj->PointSize.Enabled) {
+ exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
+ exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
+ if (arrayObj->PointSize.Enabled) {
/* this aliases COLOR_INDEX */
- exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &ctx->Array.ArrayObj->PointSize;
+ exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
}
- exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
+ exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
for (i = 0; i < 8; i++)
- exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];
+ exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
for (i = 0; i < VERT_ATTRIB_MAX; i++)
- exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];
+ exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
- exec->array.array_obj = ctx->Array.ArrayObj->Name;
+ exec->array.array_obj = arrayObj->Name;
}
static void recalculate_input_bindings( GLcontext *ctx )