diff options
| author | Erik Kundiman <erik@megapahit.org> | 2023-09-10 10:24:36 +0800 | 
|---|---|---|
| committer | Erik Kundiman <erik@megapahit.org> | 2023-09-10 10:24:36 +0800 | 
| commit | 60f60670bf2dad116cf80b673c88668e8102d610 (patch) | |
| tree | f74724bdb686a4acc58a67b1441d0c0a6c0d5e8c | |
| parent | 40cff2fdf26aec70ee02fd91777e697d77a9c11d (diff) | |
Always compile vertex array code
So that, especially modern, GL implementations that do have vertex array
but don't have the legacy GL_ARB_vertex_array_object defined have such
code compiled too.
| -rw-r--r-- | indra/newview/llglsandbox.cpp | 8 | 
1 files changed, 4 insertions, 4 deletions
| diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 7488a472ba..b50e1d6d3c 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -1122,7 +1122,7 @@ F32 gpu_benchmark()  	// ensure matched pair of bind() and unbind() calls  	ShaderBinder binder(gBenchmarkProgram); -#ifdef GL_ARB_vertex_array_object +//#ifdef GL_ARB_vertex_array_object      U32 glarray = 0;      if (LLRender::sGLCoreProfile) @@ -1130,7 +1130,7 @@ F32 gpu_benchmark()          glGenVertexArrays(1, &glarray);          glBindVertexArray(glarray);      } -#endif +//#endif  	buff->setBuffer(LLVertexBuffer::MAP_VERTEX);  	glFinish(); @@ -1164,13 +1164,13 @@ F32 gpu_benchmark()  		}  	} -#ifdef GL_ARB_vertex_array_object +//#ifdef GL_ARB_vertex_array_object      if (LLRender::sGLCoreProfile)      {          glBindVertexArray(0);          glDeleteVertexArrays(1, &glarray);      } -#endif +//#endif  	std::sort(results.begin(), results.end()); | 
