aa++;
}
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
- if (ctx->Array.TexCoord[i].Enabled && ctx->Array.TexCoord[i].Ptr) {
+ if (ctx->Array.TexCoord[i].Enabled) {
/* NOTE: we use generic glVertexAttrib functions here.
* If we ever de-alias conventional/generic vertex attribs this
* will have to change.
/* generic vertex attribute arrays */
for (i = 1; i < VERT_ATTRIB_MAX; i++) { /* skip zero! */
- if (ctx->Array.VertexAttrib[i].Enabled &&
- ctx->Array.VertexAttrib[i].Ptr) {
+ if (ctx->Array.VertexAttrib[i].Enabled) {
struct gl_client_array *attribArray = &ctx->Array.VertexAttrib[i];
at->array = attribArray;
/* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV