Nothing sets it.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
driver->DiscardFramebuffer = NULL;
_mesa_init_texture_barrier_functions(driver);
-
- /* APPLE_vertex_array_object */
- driver->BindArrayObject = NULL;
-
_mesa_init_shader_object_functions(driver);
-
_mesa_init_transform_feedback_functions(driver);
-
_mesa_init_sampler_object_functions(driver);
/* T&L stuff */
ctx->NewState |= _NEW_ARRAY;
_mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
-
- /* Pass BindVertexArray call to device driver */
- if (ctx->Driver.BindArrayObject && newObj)
- ctx->Driver.BindArrayObject(ctx, newObj);
}
GLint *bytesWritten);
/*@}*/
-
- /**
- * \name Vertex Array objects
- */
- /*@{*/
- void (*BindArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
- /*@}*/
-
/**
* \name GLSL-related functions (ARB extensions and OpenGL 2.x)
*/