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authorSamuel Rødal <sroedal@trolltech.com>2010-01-13 09:31:38 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2010-01-13 09:41:50 (GMT)
commit826d995ff48a01fffc22eafe7b3127e44ed60496 (patch)
tree34f0ccafae2c8517343219e5a7bd837a72df5f92 /src/opengl
parent58be75dec90afbda3c9640266708a7d5b30a1f50 (diff)
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Fixed tst_qgl multipleFBOInterleavedRendering.
We need to clobber the vertex attribute pointers _before_ we call setState() to regenerate the clip, or we'll use invalid vertex pointers when writing the clip. Reviewed-by: Paul
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index 2a33255..caa679b 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -1628,9 +1628,9 @@ void QGL2PaintEngineEx::ensureActive()
d->needsSync = false;
d->shaderManager->setDirty();
d->ctx->d_func()->syncGlState();
- setState(state());
for (int i = 0; i < 3; ++i)
d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
+ setState(state());
}
}