From 826d995ff48a01fffc22eafe7b3127e44ed60496 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Samuel=20R=C3=B8dal?= Date: Wed, 13 Jan 2010 10:31:38 +0100 Subject: 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 --- src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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()); } } -- cgit v0.12