Disable the code path that compiles geometry shaders - we don't currently use any...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 29 Jul 2018 23:22:01 +0000 (23:22 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 29 Jul 2018 23:22:01 +0000 (23:22 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12445 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 67f2d68..c17fe0a 100644 (file)
@@ -1153,6 +1153,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        geomstrings_list[geomstrings_count++] = sourcestring;
        fragstrings_list[fragstrings_count++] = sourcestring;
 
+       // we don't currently use geometry shaders for anything, so just empty the list
+       geomstrings_count = 0;
+
        // compile the shader program
        if (vertstrings_count + geomstrings_count + fragstrings_count)
                p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);