And use a regular if statment to slightly improve readability.
Jordan Justen <jordan.l.justen@intel.com>
_mesa_vertex_attrib_address(const struct gl_vertex_attrib_array *array,
const struct gl_vertex_buffer_binding *binding)
{
- return (binding->BufferObj->Name == 0 ?
- array->Ptr :
- (const GLubyte *)(binding->Offset + array->RelativeOffset));
+ if (_mesa_is_bufferobj(binding->BufferObj))
+ return (const GLubyte *) (binding->Offset + array->RelativeOffset);
+ else
+ return array->Ptr;
}
/**