demos: Fix the VBO usage in glsl/multitex.
authorEric Anholt <eric@anholt.net>
Mon, 10 Aug 2009 22:50:22 +0000 (15:50 -0700)
committerEric Anholt <eric@anholt.net>
Mon, 10 Aug 2009 22:53:47 +0000 (15:53 -0700)
The fix for 965 to be noisy when apps sent pointers instead of VBO offsets
caught this app in the act of doing exactly that.

Bug #23203

progs/glsl/multitex.c

index 5e971716add858e9f5c6ed12e7b70b1c44c69911..a4a8bbe38fa267683ef78be4172cee3302c90376 100644 (file)
@@ -134,7 +134,7 @@ DrawPolygonArray(void)
 
    if (VertCoord_attr >= 0) {
       glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE,
-                                 0, VertCoords);
+                                 0, vertPtr);
       glEnableVertexAttribArray(VertCoord_attr);
    }
    else {
@@ -143,11 +143,11 @@ DrawPolygonArray(void)
    }
 
    glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE,
-                              0, Tex0Coords);
+                              0, tex0Ptr);
    glEnableVertexAttribArray(TexCoord0_attr);
 
    glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE,
-                              0, Tex1Coords);
+                              0, tex1Ptr);
    glEnableVertexAttribArray(TexCoord1_attr);
 
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);