Open vyomfadia opened 5 years ago
If GLRenderDevice::setShaderPipeline is not called before the GLRenderDevice::draw function, a crash occurs at:
GLRenderDevice::setShaderPipeline
GLRenderDevice::draw
(GLRenderDevice.cpp, Lines 96-102) void GLRenderDevice::draw(std::size_t first, std::size_t count) { GLShaderPipeline& shader = m_shaders[m_boundShader.get()]; InputLayout& inputLayout = shader.getInputLayout(); for (const VertexElement& vertexElement : inputLayout.elements) {
This could potentially be fixed by a simple conditional statement, and then just replace the element being iterated over with an empty one temporarily..
@beeperdeeper089 Please add a priority label to this. Thanks!
If
GLRenderDevice::setShaderPipeline
is not called before theGLRenderDevice::draw
function, a crash occurs at:This could potentially be fixed by a simple conditional statement, and then just replace the element being iterated over with an empty one temporarily..