Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
if (node->vertex_count > 0) {
GLuint min_index = node->start_vertex;
GLuint max_index = min_index + node->vertex_count - 1;
- vbo_context(ctx)->draw_prims(ctx,
- node->prims,
- node->prim_count,
- NULL,
- GL_TRUE,
- min_index, max_index,
- NULL, 0, NULL);
+ vbo->draw_prims(ctx,
+ node->prims,
+ node->prim_count,
+ NULL,
+ GL_TRUE,
+ min_index, max_index,
+ NULL, 0, NULL);
}
}