From 60f60670bf2dad116cf80b673c88668e8102d610 Mon Sep 17 00:00:00 2001 From: Erik Kundiman Date: Sun, 10 Sep 2023 10:24:36 +0800 Subject: 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. --- indra/newview/llglsandbox.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra') 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()); -- cgit v1.2.3