return new BufferRange(*this, s, o);
}
+void *Buffer::map(BufferAccess access)
+{
+ BindRestore _bind(this, type);
+ return glMapBuffer(type, access);
+}
+
+bool Buffer::unmap()
+{
+ BindRestore _bind(this, type);
+ return glUnmapBuffer(type);
+}
+
void Buffer::bind_to(BufferType t) const
{
if(t!=type)
require_buffer_type(t);
- // Don't change the binding in a mesh's vertex array object
- if(t==ELEMENT_ARRAY_BUFFER && Mesh::current())
- throw invalid_operation("Buffer::bind_to(ELEMENT_ARRAY_BUFFER)");
+ if(t==ELEMENT_ARRAY_BUFFER)
+ if(const Mesh *m = Mesh::current())
+ {
+ // Don't change the binding in a mesh's vertex array object
+ if(this==m->get_index_buffer())
+ return;
+ throw invalid_operation("Buffer::bind_to(ELEMENT_ARRAY_BUFFER)");
+ }
if(set_current(t, this))
glBindBuffer(t, id);
}
+const Buffer *Buffer::current(BufferType t)
+{
+ if(t==ELEMENT_ARRAY_BUFFER)
+ if(const Mesh *m = Mesh::current())
+ return m->get_index_buffer();
+ return binding(t);
+}
+
void Buffer::unbind_from(BufferType type)
{
if(type==ELEMENT_ARRAY_BUFFER && Mesh::current())