- if(*c==COLOR4_UBYTE)
- glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
+ if(direct)
+ {
+ if(*c==COLOR4_UBYTE)
+ glVertexArrayAttribFormat(id, t, 4, GL_UNSIGNED_BYTE, true, offset);
+ else
+ glVertexArrayAttribFormat(id, t, sz, GL_FLOAT, false, offset);
+ glVertexArrayAttribBinding(id, t, 0);
+ glEnableVertexArrayAttrib(id, t);
+ }