Fix T49520: broken vertex colors in the game engine.

This commit is contained in:
Brecht Van Lommel 2016-10-01 22:40:35 +02:00 committed by Sergey Sharybin
parent 52e601f0c6
commit e96e66b05b
2 changed files with 4 additions and 1 deletions

View File

@ -171,7 +171,7 @@ void RAS_StorageVA::TexCoordPtr(const RAS_TexVert *tv)
glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
break;
case RAS_IRasterizer::RAS_TEXCO_VCOL:
glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(RAS_TexVert), tv->getRGBA());
break;
default:
break;

View File

@ -149,6 +149,9 @@ void VBO::Draw(int texco_num, RAS_IRasterizer::TexCoGen* texco, int attrib_num,
glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, this->stride, this->tangent_offset);
glEnableVertexAttribArrayARB(unit);
break;
case RAS_IRasterizer::RAS_TEXCO_VCOL:
glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_TRUE, this->stride, this->color_offset);
glEnableVertexAttribArrayARB(unit);
default:
break;
}