Don't switch to a vertex array object of 0.
This causes glDrawArrays to fail in core profile, and thus on OS X, see: http://renderingpipeline.com/2012/03/attribute-less-rendering/ There must be something bound, even though it is not used. Fixes #7599. I'm not sure this is actually the best way to fix it, since AFAICT it makes a nonobvious assumption that *something* will be bound before the first attributeless rendering in TextureConverter::DecodeToTexture, but it's what degasus suggested and seems to work.
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@ -1734,7 +1734,8 @@ void Renderer::RestoreAPIState()
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glBindVertexArray(vm->m_last_vao);
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if (vm->m_last_vao)
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glBindVertexArray(vm->m_last_vao);
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TextureCache::SetStage();
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TextureCache::SetStage();
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}
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}
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