- if(dirty&1)
- {
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->refresh();
- }
-
- if(dirty&2)
- {
- Bind bind_vbuf(vbuf, ARRAY_BUFFER);
-
- bool bind_here = !current();
- if(bind_here)
- glBindVertexArray(vao_id);
-
- const VertexFormat &fmt = vertices.get_format();
- unsigned stride = get_stride(fmt)*sizeof(float);
- float *ptr = 0;
- for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
- {
- unsigned t = get_component_type(*c);
- if(t>=get_component_type(ATTRIB1))
- t -= get_component_type(ATTRIB1);
- unsigned sz = get_component_size(*c);
- if(*c==COLOR4_UBYTE)
- glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
- else
- glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
- glEnableVertexAttribArray(t);
- ptr += sz;
- }
- glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
-
- if(bind_here)
- glBindVertexArray(0);
- }
-
- dirty = 0;
+ unsigned t = get_component_type(*c);
+ if(t>=get_component_type(ATTRIB1))
+ t -= get_component_type(ATTRIB1);
+ unsigned sz = get_component_size(*c);
+ if(*c==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
+ else
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
+ glEnableVertexAttribArray(t);
+ ptr += sz;