void VertexSetup::update_vertex_array(const VertexArray &array, unsigned binding, unsigned divisor, bool direct) const
{
if(!direct)
+ {
+ Buffer::unbind_scratch();
glBindBuffer(GL_ARRAY_BUFFER, array.get_buffer()->get_id());
+ }
const VertexFormat &fmt = array.get_format();
unsigned stride = fmt.stride();