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Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.
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committed by
Sonicadvance1

parent
d70726b035
commit
ba12c0b4f5
@ -192,15 +192,8 @@ void GLVertexFormat::SetupVertexPointers() {
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if (vtx_decl.num_normals >= 1) {
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
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if (vtx_decl.num_normals == 3) {
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GLint varLocation1 = SHADER_NORM1_ATTRIB, varLocation2 = SHADER_NORM2_ATTRIB;
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if(g_ActiveConfig.bUseGLSL){
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varLocation1 = OGL::ProgramShaderCache::GetAttr(0);
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varLocation2 = OGL::ProgramShaderCache::GetAttr(1);
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}
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if(varLocation1 > 0)
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glVertexAttribPointer(varLocation1, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
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if(varLocation2 > 0)
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glVertexAttribPointer(varLocation2, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
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}
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}
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@ -224,11 +217,7 @@ void GLVertexFormat::SetupVertexPointers() {
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}
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if (vtx_decl.posmtx_offset != -1) {
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GLint varLocation = SHADER_POSMTX_ATTRIB;
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if(g_ActiveConfig.bUseGLSL)
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varLocation = OGL::ProgramShaderCache::GetAttr(2);
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if(varLocation > 0)
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glVertexAttribPointer(varLocation, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
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glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
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}
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#endif
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}
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