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b48e059173
This causes glDrawArrays to fail in core profile, and thus on OS X, see: http://renderingpipeline.com/2012/03/attribute-less-rendering/ There must be something bound, even though it is not used. Fixes #7599. I'm not sure this is actually the best way to fix it, since AFAICT it makes a nonobvious assumption that *something* will be bound before the first attributeless rendering in TextureConverter::DecodeToTexture, but it's what degasus suggested and seems to work.