#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_buffer_object.h>
#include "buffer.h"
+#include "error.h"
+#include "mesh.h"
#include "misc.h"
using namespace std;
{
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(set_current(t, this))
glBindBuffer(t, id);
}
void Buffer::unbind_from(BufferType type)
{
+ if(type==ELEMENT_ARRAY_BUFFER && Mesh::current())
+ throw invalid_operation("Buffer::unbind_from(ELEMENT_ARRAY_BUFFER)");
if(set_current(type, 0))
glBindBuffer(type, 0);
}