Disabled reserved attrib having reserved locations in shaders. Conflicted with attrib location assumptions elsewhere.

This commit is contained in:
Shyotl
2011-10-19 09:43:28 -05:00
parent d88f696604
commit 4368c57243

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