/* save current array object, bind new one */
_mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
+ ctx->NewState |= _NEW_ARRAY;
+ ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, intel->clear.arrayObj);
/* one-time setup of vertex arrays (pos, color) */
_mesa_Enable(GL_VERTEX_ARRAY);
/* restore original array object */
+ ctx->NewState |= _NEW_ARRAY;
+ ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
_mesa_reference_array_object(ctx, &arraySave, NULL);
/* save current array object, bind our private one */
_mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
+ ctx->NewState |= _NEW_ARRAY;
+ ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, intel->clear.arrayObj);
intel_meta_set_passthrough_transform(intel);
_mesa_PopAttrib();
/* restore current array object */
+ ctx->NewState |= _NEW_ARRAY;
+ ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
_mesa_reference_array_object(ctx, &arraySave, NULL);
}