Plain Bind tries to unbind the buffer afterwards, which causes trouble if
the mesh itself is bound.
if(!current())
vertices.apply();
if(!current())
vertices.apply();
- Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
+ BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
Bind bind_winding(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
Bind bind_winding(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)