X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmesh.cpp;h=45b022facc1edb8a673c4ea5e6d59485bff2b209;hb=55f24c84b7270e117615b212665f17d64771cede;hp=c9819ae91c0e60dcec38f18febe5ffeb1747f94f;hpb=02feac06937ec4e8e122a833b4903ccf0bd6d030;p=libs%2Fgl.git diff --git a/source/mesh.cpp b/source/mesh.cpp index c9819ae9..45b022fa 100644 --- a/source/mesh.cpp +++ b/source/mesh.cpp @@ -1,6 +1,7 @@ #include #include #include "buffer.h" +#include "error.h" #include "mesh.h" #include "renderer.h" @@ -75,21 +76,26 @@ void Mesh::create_buffers() void Mesh::refresh() const { + if(!vbuf) + return; + vertices.refresh(); if(dirty) { if(dirty&1) { - unbind(); for(list::const_iterator i=batches.begin(); i!=batches.end(); ++i) i->refresh(); } if(dirty&2) { - glBindVertexArray(vao_id); Bind bind_vbuf(vbuf, ARRAY_BUFFER); + bool bind_here = !current(); + if(bind_here) + glBindVertexArray(vao_id); + const VertexFormat &fmt = vertices.get_format(); unsigned stride = get_stride(fmt)*sizeof(float); float *ptr = 0; @@ -107,7 +113,9 @@ void Mesh::refresh() const ptr += sz; } glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id()); - glBindVertexArray(0); + + if(bind_here) + glBindVertexArray(0); } dirty = 0; @@ -148,22 +156,19 @@ void Mesh::set_winding(const WindingTest *w) void Mesh::draw() const { + const Mesh *cur = current(); + if(cur && cur!=this) + throw invalid_operation("Mesh::draw"); + refresh(); if(!current()) - { vertices.apply(); - if(ibuf) - ibuf->bind_to(ELEMENT_ARRAY_BUFFER); - } - + Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER); Bind bind_winding(winding); for(list::const_iterator i=batches.begin(); i!=batches.end(); ++i) i->draw(); - - if(!current() && ibuf) - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); } void Mesh::draw(Renderer &renderer) const @@ -184,16 +189,8 @@ void Mesh::bind() const called. Thus unbind won't try to call a null function either. */ if(!vao_id) unbind(); - else - { - if(Buffer::current(ELEMENT_ARRAY_BUFFER)) - { - unbind(); - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - } - if(set_current(this)) - glBindVertexArray(vao_id); - } + else if(set_current(this)) + glBindVertexArray(vao_id); } void Mesh::unbind()