GPU/HW: Use uint in CPU-side vertex attributes
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@ -274,8 +274,9 @@ bool GPU_HW_OpenGL::CreateVertexBuffer()
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glVertexAttribIPointer(0, 2, GL_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, x)));
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(BatchVertex),
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reinterpret_cast<void*>(offsetof(BatchVertex, color)));
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glVertexAttribIPointer(2, 1, GL_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, u)));
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glVertexAttribIPointer(3, 1, GL_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, texpage)));
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glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, u)));
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glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, sizeof(BatchVertex),
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reinterpret_cast<void*>(offsetof(BatchVertex, texpage)));
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glBindVertexArray(0);
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glGenVertexArrays(1, &m_attributeless_vao_id);
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