Merge branch 'master' into shader_pipeline

This commit is contained in:
Robert Osfield 2017-12-07 09:52:53 +00:00
commit b8c48c646e

View File

@ -483,6 +483,14 @@ struct VertexAttribArrayDispatch : public VertexArrayState::ArrayDispatch
callVertexAttribPointer(ext, new_array, (const GLvoid *)(vbo->getOffset(new_array->getBufferIndex())));
}
virtual void enable_and_dispatch(osg::State& state, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized)
{
GLExtensions* ext = state.get<GLExtensions>();
ext->glEnableVertexAttribArray( unit );
ext->glVertexAttribPointer(static_cast<GLuint>(unit), size, type, normalized, stride, ptr);
}
virtual void dispatch(osg::State& state, const osg::Array* new_array)
{
GLExtensions* ext = state.get<GLExtensions>();
@ -713,30 +721,20 @@ void VertexArrayState::setArray(ArrayDispatch* vad, osg::State& state, const osg
void VertexArrayState::setArray(ArrayDispatch* vad, osg::State& state, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized)
{
if (ptr)
{
if(!vad->array){
if (!vad->active)
{
vad->active = true;
_activeDispatchers.push_back(vad);
}
if (vad->array==0)
{
unbindVertexBufferObject();
vad->enable_and_dispatch(state, size, type, stride, ptr, normalized);
}
else
{
unbindVertexBufferObject();
vad->dispatch(state, size, type, stride, ptr, normalized);
}
vad->enable_and_dispatch(state, size, type, stride, ptr, normalized);
vad->array = 0;
vad->modifiedCount = 0xffffffff;
}
else if (vad->array)
else
{
disable(vad, state);
}