glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
else
glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
- glVertexAttribDivisor(t, divisor);
+ if(ARB_instanced_arrays)
+ glVertexAttribDivisor(t, divisor);
glEnableVertexAttribArray(t);
}
offset += sz*sizeof(float);