OGL: Use a fixed VAO for attributeless rendering.

Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
This commit is contained in:
Unknown W. Brackets 2014-12-03 23:24:58 -08:00
parent f7a16eca84
commit b19cff8a08
4 changed files with 40 additions and 0 deletions

View file

@ -18,6 +18,11 @@ void InitInterface();
// Helpers
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
// Binds (and creates, if necessary) a VAO and VBO suitable for attributeless rendering.
void OpenGL_BindAttributelessVAO();
// Deletes any existing VAO / VBO that has been created.
void OpenGL_DeleteAttributelessVAO();
// this should be removed in future, but as long as glsl is unstable, we should really read this messages
#if defined(_DEBUG) || defined(DEBUGFAST)
#define DEBUG_GLSL 1