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authorAntony Riakiotakis <kalast@gmail.com>2014-12-03 21:22:40 +0300
committerAntony Riakiotakis <kalast@gmail.com>2014-12-03 21:22:56 +0300
commit87471874a9b37fa98ecc0e1e7669261997ca685c (patch)
tree3245e888bab0e3b9914c53f40449b6fb53ea07d3
parent0762451e86b47ce1851f9198b1ec980e6092ace9 (diff)
Fix really crappy bug after vertex array refactor commit, it used vertex
arrays offset when VBOs were active and could cause a crash in driver. Thanks to Dalai again for finding this out.
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 4a25a92b385..6ac85695570 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -1132,7 +1132,7 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm,
}
if (numdata != 0) {
elementsize = GPU_attrib_element_size(datatypes, numdata);
- buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, true);
+ buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, false);
if (buffer == NULL) {
GPU_buffer_unbind();
buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, true);