And suddeny the texture index attrib(for batching) is now an integer! (Changing switch to an if block on nividia hardware seems like the real solution to pink textures... not the index datatype)
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@@ -1249,7 +1249,7 @@ void LLVertexBuffer::setupVertexArray()
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1, //TYPE_WEIGHT,
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4, //TYPE_WEIGHT4,
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4, //TYPE_CLOTHWEIGHT,
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4, //TYPE_TEXTURE_INDEX
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1, //TYPE_TEXTURE_INDEX
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};
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U32 attrib_type[] =
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@@ -1266,7 +1266,7 @@ void LLVertexBuffer::setupVertexArray()
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GL_FLOAT, //TYPE_WEIGHT,
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GL_FLOAT, //TYPE_WEIGHT4,
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GL_FLOAT, //TYPE_CLOTHWEIGHT,
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GL_UNSIGNED_BYTE, //TYPE_TEXTURE_INDEX
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GL_UNSIGNED_INT, //TYPE_TEXTURE_INDEX
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};
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bool attrib_integer[] =
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@@ -2313,7 +2313,7 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask)
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#if !LL_DARWIN
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S32 loc = TYPE_TEXTURE_INDEX;
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void *ptr = (void*) (base + mOffsets[TYPE_VERTEX] + 12);
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glVertexAttribIPointer(loc, 4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr);
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glVertexAttribIPointer(loc, 1, GL_UNSIGNED_INT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr);
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#endif
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}
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if (data_mask & MAP_VERTEX)
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