GLuint count;
GLint basevertex;
GLsizei num_instances;
+ GLuint base_instance;
};
/* Would like to call this a "vbo_index_buffer", but this would be
void vbo_bind_arrays(struct gl_context *ctx);
size_t
-count_tessellated_primitives(const struct _mesa_prim *prim);
+vbo_count_tessellated_primitives(const struct _mesa_prim *prim);
void
vbo_sw_primitive_restart(struct gl_context *ctx,