forked from enlightenment/efl
Evas GL common: Only push color VBO for map when required
Since the new shader selection system is able to check the value of nomul, we can avoid pushing color when they are not required (color is opaque white). Hopefully this will fix Dave's crash (mayyyyybe...)
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@ -2594,7 +2594,7 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].shader.ch = ch;
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gc->pipe[pn].shader.ch = ch;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = 1;
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gc->pipe[pn].array.use_color = !nomul;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
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gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
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gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
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gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
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