opengl: use buffer objects instead of host memory with glVertexAttribPointer.
Previously, glVertexAttribPointer was called in function DrawWithShaders using an host array (textureCoord) allocated on the stack inside a loop. This caused stack buffer overflow afterwards. See http://www.opengl.org/wiki/Synchronization#Asynchronous_action Array definition could have been hoisted out of the loop but using buffer objects is a better solution since it is now the only option with recent OpenGL versions.
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