Eric Anholt wrote:
> The 2.0 spec doesn't make things extremely clear, but expresses itself in
> pseudocode: If the vertex array isn't enabled, then nothing is called that
> provokes drawing.  The manifestation of this bug was that a client drawing
> with no arrays enabled would get into the driver with a request to
> draw with _MaxElements being 0 and no inputs to the ff vertex program (since
> no arrays were enabled, so nothing was varying), and the driver failing
> all over the place.
> 
> Bug #19911.
> ---
>  src/mesa/main/api_validate.c |    5 ++---
>  1 files changed, 2 insertions(+), 3 deletions(-)
> 
> diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
> index 5c8955d..5253ae3 100644
> --- a/src/mesa/main/api_validate.c
> +++ b/src/mesa/main/api_validate.c
> @@ -87,9 +87,8 @@ check_valid_to_render(GLcontext *ctx, char *function)
>        return GL_FALSE;
>     }
>  
> -   /* Always need vertex positions, unless a vertex program is in use */
> -   if (!ctx->VertexProgram._Current &&
> -       !ctx->Array.ArrayObj->Vertex.Enabled &&
> +   /* Always need vertex positions */
> +   if (!ctx->Array.ArrayObj->Vertex.Enabled &&
>         !ctx->Array.ArrayObj->VertexAttrib[0].Enabled)
>        return GL_FALSE;
>  

I believe I made this change for OpenGL ES 2.0.  You don't need to have 
a vertex position array in order to draw.

Perhaps the better check would be to see if ctx->Array._Enabled is non-zero.

-Brian

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