GLuint id = arrays[i];
struct glthread_vao *vao;
- vao = malloc(sizeof(*vao));
+ vao = calloc(1, sizeof(*vao));
if (!vao)
continue; /* Is that all we can do? */
vao->Name = id;
- vao->HasUserPointer = false;
_mesa_HashInsertLocked(glthread->VAOs, id, vao);
}
}
{
struct glthread_state *glthread = &ctx->GLThread;
- if (!glthread->vertex_array_is_vbo)
+ if (glthread->CurrentArrayBufferName == 0)
glthread->CurrentVAO->HasUserPointer = true;
}