Skip built-in input attributes when copying attrib locations over

This commit is contained in:
baldurk
2015-01-26 19:50:23 +00:00
parent 0777a87dee
commit d41a285f4d
+4
View File
@@ -1705,6 +1705,10 @@ void GLReplay::InitPostVSBuffers(uint32_t frameID, uint32_t eventID)
// copy attrib locations from real program
for(int32_t i=0; i < vsRefl->InputSig.count; i++)
{
// skip built-ins
if(vsRefl->InputSig[i].systemValue != eAttr_None)
continue;
GLint idx = gl.glGetAttribLocation(vsProgSrc, vsRefl->InputSig[i].varName.elems);
gl.glBindAttribLocation(vsProg, (GLuint)idx, vsRefl->InputSig[i].varName.elems);
}