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Add a workaround for the 16 vertex attribute limit on nvidia gl
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6283a6b9da
commit
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4 changed files with 11 additions and 19 deletions
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@ -455,14 +455,6 @@ bool GFXGLShader::_init()
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Tangent, "vTangent");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TangentW, "vTangentW");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Binormal, "vBinormal");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex0, "vBlendIndex0");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex1, "vBlendIndex1");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex2, "vBlendIndex2");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex3, "vBlendIndex3");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight0, "vBlendWeight0");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight1, "vBlendWeight1");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight2, "vBlendWeight2");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight3, "vBlendWeight3");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord0, "vTexCoord0");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord1, "vTexCoord1");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord2, "vTexCoord2");
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