Fix crash on nvidia linux
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fc80ebbbcb
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@ -113,17 +113,7 @@ void STKAnimatedMesh::update()
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{
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{
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fillLocalBuffer(mesh, mb);
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fillLocalBuffer(mesh, mb);
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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glGenBuffers(1, &(mesh.instance_buffer));
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, mesh.instance_buffer);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(8, 1);
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 1);
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}
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}
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}
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}
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}
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}
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@ -94,17 +94,6 @@ void STKMeshSceneNode::setFirstTimeMaterial()
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{
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{
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fillLocalBuffer(mesh, mb);
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fillLocalBuffer(mesh, mb);
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
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glGenBuffers(1, &(mesh.instance_buffer));
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glBindBuffer(GL_ARRAY_BUFFER, mesh.instance_buffer);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribDivisor(8, 1);
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
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glVertexAttribDivisor(9, 1);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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}
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}
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