add glBindBuffer for drawnode and clippingnode to avoid crash

This commit is contained in:
huangshiwu 2015-01-29 18:06:20 +08:00
parent 73e8026336
commit cd00de572d
2 changed files with 4 additions and 1 deletions

View File

@ -218,7 +218,8 @@ void ClippingNode::drawFullScreenQuadClearStencil()
glProgram->use();
glProgram->setUniformsForBuiltins();
glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

View File

@ -274,6 +274,8 @@ bool DrawNode::init()
glGenBuffers(1, &_vboGLPoint);
glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
CHECK_GL_ERROR_DEBUG();