#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
#include <msp/gl/extensions/nv_primitive_restart.h>
#include "buffer.h"
vbuf = 0;
ibuf = 0;
vao_id = 0;
- defer_buffers = true;
+ defer_buffers = ARB_vertex_buffer_object;
dirty = true;
disallow_rendering = false;
winding = 0;
phase(0)
{
// Make sure the extension is initialized in the rendering thread.
- (bool)NV_primitive_restart;
+ (void)(bool)NV_primitive_restart;
mesh.disallow_rendering = true;
if(mesh.defer_buffers)