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| author | Erik Kundiman <erik@megapahit.org> | 2023-09-06 11:12:42 +0800 |
|---|---|---|
| committer | Erik Kundiman <erik@megapahit.org> | 2023-09-06 11:12:42 +0800 |
| commit | 623456626ffbb08dff208cf35dd3ac5df6755a37 (patch) | |
| tree | 90109bb49cabae2dcd49033a11c0a73d0fabd817 /indra/llrender/llrender.cpp | |
| parent | 4daff432fcc2272b8d32bd78d3ae47780cc3edca (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.cpp | 4 |
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) |
