fix another glDrawArrays indexing bug, jump through _glapi_Dispatch functions

This commit is contained in:
Brian Paul 2004-02-26 22:09:05 +00:00
parent 09a4f915d3
commit 04207ab7e2

View File

@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
* Version: 6.0
* Version: 6.1
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
@ -52,10 +52,10 @@ static void fallback_drawarrays( GLcontext *ctx, GLenum mode, GLint start,
assert(!ctx->CompileFlag);
assert(ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1);
glBegin(mode);
for (i = start; i < count; i++)
glArrayElement( i );
glEnd();
_glapi_Dispatch->Begin(mode);
for (i = 0; i < count; i++)
_glapi_Dispatch->ArrayElement( start + i );
_glapi_Dispatch->End();
}
@ -69,11 +69,11 @@ static void fallback_drawelements( GLcontext *ctx, GLenum mode, GLsizei count,
/* Here, indices will already reflect the buffer object if active */
glBegin(mode);
_glapi_Dispatch->Begin(mode);
for (i = 0 ; i < count ; i++) {
glArrayElement( indices[i] );
_glapi_Dispatch->ArrayElement( indices[i] );
}
glEnd();
_glapi_Dispatch->End();
}