#include "bindable.h"
#include "buffer.h"
#include "error.h"
+#include "mesh.h"
#include "vertexarray.h"
using namespace std;
Batch &Batch::append(unsigned i)
{
append_index(i);
-
+
update_offset();
dirty = true;
restart_index = 0;
}
- if(get_buffer())
+ if(Buffer *ibuf = get_buffer())
{
+ bool have_vao = Mesh::current();
+ const Buffer *old_ibuf = 0;
+ if(!have_vao)
+ {
+ old_ibuf = Buffer::current(ELEMENT_ARRAY_BUFFER);
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ }
+
if(dirty)
update_buffer();
- BufferAlias<ELEMENT_ARRAY_BUFFER> alias(*get_buffer());
- Bind bind_ibuf(alias, true);
-
glDrawRangeElements(prim_type, min_index, max_index, size(), data_type, reinterpret_cast<void *>(get_offset()));
+ if(!have_vao)
+ {
+ if(old_ibuf)
+ old_ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ else
+ Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ }
}
else
glDrawRangeElements(prim_type, min_index, max_index, size(), data_type, &data[0]);