The node_attrsz[] array is initially copied from the node->attrsz[]
array but some values get rewritten. Thereafter, we need to use the
node_attrsz[] values.
Fixes a bug when replaying a display list that uses generic vertex
array[16] (at least).
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
save->inputs[attr] = &arrays[attr];
arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
- arrays[attr].Size = node->attrsz[src];
+ arrays[attr].Size = node_attrsz[src];
arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
arrays[attr].Type = GL_FLOAT;
assert(arrays[attr].BufferObj->Name);
- buffer_offset += node->attrsz[src] * sizeof(GLfloat);
+ buffer_offset += node_attrsz[src] * sizeof(GLfloat);
varying_inputs |= VERT_BIT(attr);
ctx->NewState |= _NEW_ARRAY;
}