Disabled reserved attrib having reserved locations in shaders. Conflicted with attrib location assumptions elsewhere.
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@@ -262,11 +262,11 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
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BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
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{
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//before linking, make sure reserved attributes always have consistent locations
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for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
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/*for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
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{
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const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
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glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name);
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}
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}*/
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//link the program
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BOOL res = link();
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