OGL: Use a fixed VAO for attributeless rendering.

Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
This commit is contained in:
Unknown W. Brackets
2014-12-03 23:24:58 -08:00
parent f7a16eca84
commit b19cff8a08
4 changed files with 40 additions and 0 deletions

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@ -72,6 +72,8 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
if (m_attribute_workaround)
glBindVertexArray(m_attribute_vao);
else
OpenGL_BindAttributelessVAO();
m_shader.Bind();