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authorErik Kundiman <erik@megapahit.org>2023-09-06 11:12:42 +0800
committerErik Kundiman <erik@megapahit.org>2023-09-06 11:12:42 +0800
commit623456626ffbb08dff208cf35dd3ac5df6755a37 (patch)
tree90109bb49cabae2dcd49033a11c0a73d0fabd817 /indra/llrender/llrender.cpp
parent4daff432fcc2272b8d32bd78d3ae47780cc3edca (diff)
Always compile vertex array code
So that, especially modern, GL implementations that do have vertex array but don't have the legacy GL_ARB_vertex_array_object defined have such code compiled too.
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index eb1c7dcee9..f34161980a 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -902,11 +902,11 @@ void LLRender::init(bool needs_vertex_buffer)
if (sGLCoreProfile && !LLVertexBuffer::sUseVAO)
{ //bind a dummy vertex array object so we're core profile compliant
-#ifdef GL_ARB_vertex_array_object
+//#ifdef GL_ARB_vertex_array_object
U32 ret;
glGenVertexArrays(1, &ret);
glBindVertexArray(ret);
-#endif
+//#endif
}
if (needs_vertex_buffer)