// make sure the vertex is bound, this has to be done before
// we call VertexAttribPointer otherwise you get weird output on the display
- mVertexBuffer->Bind();
+ mVertexBuffer->Bind(GpuBuffer::ARRAY_BUFFER);
samplerLoc = program.GetUniformLocation( Program::UNIFORM_SAMPLER_RECT );
if( -1 != samplerLoc )
case GRID_NINE_PATCH_NO_CENTER:
{
const GLsizei indexCount = mIndexBuffer->GetBufferSize() / sizeof(GLushort); // compiler will optimize this to >> if possible
- mIndexBuffer->Bind();
+ mIndexBuffer->Bind(GpuBuffer::ELEMENT_ARRAY_BUFFER);
context.DrawElements( GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, 0 );
break;
}
// create/destroy if needed/not needed.
if ( size && !mVertexBuffer )
{
- mVertexBuffer = new GpuBuffer( context, GpuBuffer::ARRAY_BUFFER, GpuBuffer::DYNAMIC_DRAW );
+ mVertexBuffer = new GpuBuffer( context );
}
else if ( !size && mVertexBuffer )
{
// update
if ( mVertexBuffer )
{
- mVertexBuffer->UpdateDataBuffer( size, data );
+ mVertexBuffer->UpdateDataBuffer( size, data, GpuBuffer::DYNAMIC_DRAW);
}
}
// create/destroy if needed/not needed.
if ( size && !mIndexBuffer )
{
- mIndexBuffer = new GpuBuffer( context, GpuBuffer::ELEMENT_ARRAY_BUFFER, GpuBuffer::STATIC_DRAW );
+ mIndexBuffer = new GpuBuffer( context );
}
else if ( !size && mIndexBuffer )
{
// update
if ( mIndexBuffer )
{
- mIndexBuffer->UpdateDataBuffer(size,data);
+ mIndexBuffer->UpdateDataBuffer(size,data,GpuBuffer::STATIC_DRAW);
}
}