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This causes glDrawArrays to fail in core profile, and thus on OS X, see: http://renderingpipeline.com/2012/03/attribute-less-rendering/ There must be something bound, even though it is not used. Fixes #7599. I'm not sure this is actually the best way to fix it, since AFAICT it makes a nonobvious assumption that *something* will be bound before the first attributeless rendering in TextureConverter::DecodeToTexture, but it's what degasus suggested and seems to work. |
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| Android | ||
| Core | ||
| DSPSpy | ||
| DSPTool | ||
| PCH | ||
| UnitTests | ||
| VSProps | ||
| CMakeLists.txt | ||
| dolphin-emu.sln | ||