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authorErik Kundiman <erik@megapahit.org>2023-09-10 10:24:36 +0800
committerErik Kundiman <erik@megapahit.org>2023-09-10 10:24:36 +0800
commit60f60670bf2dad116cf80b673c88668e8102d610 (patch)
treef74724bdb686a4acc58a67b1441d0c0a6c0d5e8c /indra
parent40cff2fdf26aec70ee02fd91777e697d77a9c11d (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.
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/llglsandbox.cpp8
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());