Use glBlendEquation through extension mechanism
#define GL_GLEXT_PROTOTYPES
#include "blend.h"
#define GL_GLEXT_PROTOTYPES
#include "blend.h"
+#include "extension.h"
+#include "version_1_2.h"
namespace Msp {
namespace GL {
void blend_equation(BlendEquation eq)
{
namespace Msp {
namespace GL {
void blend_equation(BlendEquation eq)
{
set_array(GL_TEXTURE_COORD_ARRAY, found&4, 4);
set_array(GL_COLOR_ARRAY, found&8, 8);
set_array(GL_TEXTURE_COORD_ARRAY, found&4, 4);
set_array(GL_COLOR_ARRAY, found&8, 8);
- VertexBuffer::unbind();
+ if(vbuf)
+ VertexBuffer::unbind();
void VertexArray::update_data()
{
if(vbuf)
void VertexArray::update_data()
{
if(vbuf)
vbuf->data(data.size()*sizeof(float), &data[0]);
vbuf->data(data.size()*sizeof(float), &data[0]);
+ VertexBuffer::unbind();
+ }
}
void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const
}
void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const