Make sure to copy across attrib location values from 'real' vs program

This commit is contained in:
baldurk
2015-01-26 16:57:57 +00:00
parent 06a549cf01
commit 64bcf35838
+7
View File
@@ -1705,6 +1705,13 @@ void GLReplay::InitPostVSBuffers(uint32_t frameID, uint32_t eventID)
// we don't want to do any work, so just discard before rasterizing
gl.glEnable(eGL_RASTERIZER_DISCARD);
// copy attrib locations from real program
for(int32_t i=0; i < vsRefl->InputSig.count; i++)
{
GLint idx = gl.glGetAttribLocation(vsProgSrc, vsRefl->InputSig[i].varName.elems);
gl.glBindAttribLocation(vsProg, (GLuint)idx, vsRefl->InputSig[i].varName.elems);
}
varyings.clear();
uint32_t stride = 0;