if(dirty&2)
{
glBindVertexArray(vao_id);
- BufferAlias<ARRAY_BUFFER> vbuf_alias(*vbuf);
- Bind bind_vbuf(vbuf_alias);
+ Bind bind_vbuf(vbuf, ARRAY_BUFFER);
const VertexFormat &fmt = vertices.get_format();
unsigned stride = get_stride(fmt)*sizeof(float);