// @TODO: trashing vertex binding, better find target that is rarely used
buffer->Bind(Graphics::BufferUsage::VERTEX_BUFFER);
void* ptr = nullptr;
- ptr = gl->MapBufferRange(GL_ARRAY_BUFFER, mMapBufferInfo.offset, GLsizeiptr(mMapBufferInfo.size), GL_MAP_WRITE_BIT);
+ ptr = gl->MapBufferRange(GL_ARRAY_BUFFER, GLintptr(mMapBufferInfo.offset), GLsizeiptr(mMapBufferInfo.size), GL_MAP_WRITE_BIT);
mMappedPointer = ptr;
}
return mMappedPointer;