mesa: fix indentation in vertex_attrib_binding()
authorBrian Paul <brianp@vmware.com>
Fri, 7 Oct 2016 21:31:34 +0000 (15:31 -0600)
committerBrian Paul <brianp@vmware.com>
Thu, 13 Oct 2016 23:38:49 +0000 (17:38 -0600)
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
src/mesa/main/varray.c

index 0f7777bfe3cc2875544fbb80e26b5c5277425db8..db821e3d490509ef94f6d26c082896791e8b47c3 100644 (file)
@@ -136,9 +136,9 @@ vertex_attrib_binding(struct gl_context *ctx,
    struct gl_array_attributes *array = &vao->VertexAttrib[attribIndex];
 
    if (!_mesa_is_bufferobj(vao->VertexBinding[bindingIndex].BufferObj))
-     vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
+      vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
    else
-     vao->VertexAttribBufferMask |= VERT_BIT(attribIndex);
+      vao->VertexAttribBufferMask |= VERT_BIT(attribIndex);
 
    if (array->BufferBindingIndex != bindingIndex) {
       const GLbitfield64 array_bit = VERT_BIT(attribIndex);