sizeof(struct vertex), OFFSET(x));
_mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(tex));
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
}
/* Generate a fragment shader program appropriate for the texture target */
_mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position");
_mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords");
- _mesa_EnableVertexAttribArray(0);
- _mesa_EnableVertexAttribArray(1);
link_program_with_debug(ctx, mipmap->ShaderProg);
sampler->shader_prog = mipmap->ShaderProg;
ralloc_free(mem_ctx);