Will be handy for bounds checking later...
const GLubyte *Ptr; /**< Points to array data */
GLboolean Enabled; /**< Enabled flag is a boolean */
GLboolean Normalized; /**< GL_ARB_vertex_program */
+ GLuint _ElementSize; /**< size of each element in bytes */
struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
GLuint _MaxElement; /**< max element index into array buffer */
array->StrideB = stride ? stride : elementSize;
array->Normalized = normalized;
array->Ptr = (const GLubyte *) ptr;
+ array->_ElementSize = elementSize;
+
#if FEATURE_ARB_vertex_buffer_object
_mesa_reference_buffer_object(ctx, &array->BufferObj,
ctx->Array.ArrayBufferObj);