sizeof(struct vertex), OFFSET(x));
_mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(s));
+
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
}
/* Generate a relevant fragment shader program for the texture target */
_mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(ShaderProg, 0, "position");
_mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
- _mesa_EnableVertexAttribArray(0);
- _mesa_EnableVertexAttribArray(1);
link_program_with_debug(ctx, ShaderProg);
ralloc_free(mem_ctx);
if (texture_2d)