wined3d: Only glBindAttribLocation used attributes.

This commit is contained in:
Stefan Dösinger 2007-10-22 14:08:23 +02:00 committed by Alexandre Julliard
parent 182ec0a50d
commit 672ed031ce
1 changed files with 4 additions and 2 deletions

View File

@ -2697,8 +2697,10 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
for (i = 0; i < max_attribs; ++i) {
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
}
checkGLcall("glBindAttribLocationARB");