- if(ARB_vertex_array_object && !vao_id)
- glGenVertexArrays(1, &vao_id);
-}
-
-void Mesh::refresh() const
-{
- vertices.refresh();
- if(dirty)
- {
- if(dirty&1)
- {
- unbind();
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->refresh();
- }
-
- if(dirty&2)
- {
- glBindVertexArray(vao_id);
- BufferAlias<ARRAY_BUFFER> vbuf_alias(*vbuf);
- Bind bind_vbuf(vbuf_alias);
-
- 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());
- glBindVertexArray(0);
- }
-
- dirty = 0;
- }