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-rw-r--r--src/library_gl.js11
-rw-r--r--tests/s3tc.c2
2 files changed, 10 insertions, 3 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index bf4cccce..edd5890e 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -3501,6 +3501,11 @@ var LibraryGL = {
GLImmediate.enabledClientAttributes[name] = true;
GLImmediate.setClientAttribute(name, size, type, 0, GLImmediate.rendererComponentPointer);
GLImmediate.rendererComponentPointer += size * GL.byteSizeByType[type - GL.byteSizeByTypeRoot];
+#if GL_FFP_ONLY
+ // We can enable the correct attribute stream index immediately here, since the same attribute in each shader
+ // will be bound to this same index.
+ GL.enableVertexAttribArray(name);
+#endif
} else {
GLImmediate.rendererComponents[name]++;
}
@@ -3760,7 +3765,7 @@ var LibraryGL = {
this.texCoordLocations[i] = GLctx.getAttribLocation(this.program, aTexCoordPrefix + i);
}
}
-
+ this.colorLocation = GLctx.getAttribLocation(this.program, 'a_color');
if (!useCurrProgram) {
// Temporarily switch to the program so we can set our sampler uniforms early.
var prevBoundProg = GLctx.getParameter(GLctx.CURRENT_PROGRAM);
@@ -3772,6 +3777,9 @@ var LibraryGL = {
GLctx.uniform1i(texSamplerLoc, texUnitID);
}
}
+ // The default color attribute value is not the same as the default for all other attribute streams (0,0,0,1) but (1,1,1,1),
+ // so explicitly set it right at start.
+ GLctx.vertexAttrib4fv(this.colorLocation, [1,1,1,1]);
GLctx.useProgram(prevBoundProg);
}
@@ -3779,7 +3787,6 @@ var LibraryGL = {
for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
this.textureMatrixLocations[i] = GLctx.getUniformLocation(this.program, 'u_textureMatrix' + i);
}
- this.colorLocation = GLctx.getAttribLocation(this.program, 'a_color');
this.normalLocation = GLctx.getAttribLocation(this.program, 'a_normal');
this.modelViewLocation = GLctx.getUniformLocation(this.program, 'u_modelView');
diff --git a/tests/s3tc.c b/tests/s3tc.c
index 5f7bee83..eb2ed3fc 100644
--- a/tests/s3tc.c
+++ b/tests/s3tc.c
@@ -133,7 +133,7 @@ int main(int argc, char *argv[])
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
- // Render the last item using oldschool glBegin etc
+ // Render the last item using oldschool glBegin etc
glBegin( GL_TRIANGLE_STRIP );
glTexCoord2i( 0, 0 ); glVertex3f( 100, 300, 0 );
glTexCoord2i( 1, 0 ); glVertex3f( 300, 300, 0 );