glgsg: Fix failure to unset divisor after rendering w/ instancing

This would normally be done by `disable_shader_vertex_arrays()` but it apparently isn't called between shader changes
This commit is contained in:
rdb 2022-11-14 10:25:09 +01:00
parent 75cbe98b1d
commit e92d993cea
2 changed files with 4 additions and 8 deletions

View File

@ -905,11 +905,9 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
stride, client_pointer);
}
if (divisor > 0) {
_glgsg->set_vertex_attrib_divisor(p, divisor);
}
} else {
_glgsg->set_vertex_attrib_divisor(p, divisor);
}
else {
// It's a conventional vertex attribute. Ugh.
#ifdef SUPPORT_FIXED_FUNCTION
switch (p) {

View File

@ -2568,9 +2568,7 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
stride, client_pointer);
}
if (divisor > 0) {
_glgsg->set_vertex_attrib_divisor(p, divisor);
}
_glgsg->set_vertex_attrib_divisor(p, divisor);
++p;
client_pointer += element_stride;