+
+ if(ARB_vertex_array_object && !vao_id)
+ glGenVertexArrays(1, &vao_id);
+}
+
+void Mesh::setup_vao() const
+{
+ Bind bind_vbuf(vbuf, ARRAY_BUFFER);
+
+ 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());
+
+ dirty = false;