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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-10-09 07:49:39 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-10-09 10:35:50 +0300
commitd76b078947c2d440e4760384967e8bac9c7bd3f5 (patch)
treed13579a27792301a652d163fe56041fe788947d0 /src/datavisualization/engine/drawer.cpp
parentf3a73782738c5868541086eadd5e5c7b4aaabc14 (diff)
Fixed recurring GL_INVALID_VALUE OpenGL errors
Now that these are not generated all the time, makes it easier to use glGetError to find actual errors. Change-Id: I4e10f5798e4e79466a47a0d671c04b445899c62c Change-Id: I4e10f5798e4e79466a47a0d671c04b445899c62c Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/drawer.cpp')
-rw-r--r--src/datavisualization/engine/drawer.cpp22
1 files changed, 14 insertions, 8 deletions
diff --git a/src/datavisualization/engine/drawer.cpp b/src/datavisualization/engine/drawer.cpp
index 2cb88e5c..939d4827 100644
--- a/src/datavisualization/engine/drawer.cpp
+++ b/src/datavisualization/engine/drawer.cpp
@@ -126,14 +126,18 @@ void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLui
glVertexAttribPointer(shader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : normals
- glEnableVertexAttribArray(shader->normalAtt());
- glBindBuffer(GL_ARRAY_BUFFER, object->normalBuf());
- glVertexAttribPointer(shader->normalAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+ if (shader->normalAtt() >= 0) {
+ glEnableVertexAttribArray(shader->normalAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->normalBuf());
+ glVertexAttribPointer(shader->normalAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+ }
// 3rd attribute buffer : UVs
- glEnableVertexAttribArray(shader->uvAtt());
- glBindBuffer(GL_ARRAY_BUFFER, object->uvBuf());
- glVertexAttribPointer(shader->uvAtt(), 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
+ if (shader->uvAtt() >= 0) {
+ glEnableVertexAttribArray(shader->uvAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->uvBuf());
+ glVertexAttribPointer(shader->uvAtt(), 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
+ }
// Index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->elementBuf());
@@ -145,8 +149,10 @@ void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLui
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glDisableVertexAttribArray(shader->uvAtt());
- glDisableVertexAttribArray(shader->normalAtt());
+ if (shader->uvAtt() >= 0)
+ glDisableVertexAttribArray(shader->uvAtt());
+ if (shader->normalAtt() >= 0)
+ glDisableVertexAttribArray(shader->normalAtt());
glDisableVertexAttribArray(shader->posAtt());
// Release textures