From: Mathias Fröhlich <mathias.froehl...@web.de> When setting the _mesa_prim::mode field we always filter out all non OpenGL primitive mode bits. So this tested bit cannot be there anymore and the test evaluates to zero. The zero is removed with the next patch to ease review.
Signed-off-by: Mathias Fröhlich <mathias.froehl...@web.de> --- src/mesa/vbo/vbo_save_loopback.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/mesa/vbo/vbo_save_loopback.c b/src/mesa/vbo/vbo_save_loopback.c index 36b1f71eb5..5d4d9c574e 100644 --- a/src/mesa/vbo/vbo_save_loopback.c +++ b/src/mesa/vbo/vbo_save_loopback.c @@ -227,7 +227,7 @@ _vbo_loopback_vertex_list(struct gl_context *ctx, const struct _mesa_prim *prims = node->prims; const GLuint prim_count = node->prim_count; for (GLuint i = 0; i < prim_count; i++) { - if ((prims[i].mode & VBO_SAVE_PRIM_WEAK) && _mesa_inside_begin_end(ctx)) { + if ((0) && _mesa_inside_begin_end(ctx)) { loopback_weak_prim(ctx, &prims[i]); } else { loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr); -- 2.17.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev