if (drawtex->VAO == 0) {
/* one-time setup */
GLint active_texture;
+ GLuint VBO;
/* create vertex array object */
_mesa_GenVertexArrays(1, &drawtex->VAO);
_mesa_BindVertexArray(drawtex->VAO);
/* create vertex array buffer */
- _mesa_CreateBuffers(1, &drawtex->VBO);
- _mesa_NamedBufferData(drawtex->VBO, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
+ _mesa_CreateBuffers(1, &VBO);
+ drawtex->buf_obj = _mesa_lookup_bufferobj(ctx, VBO);
+
+ /* _mesa_lookup_bufferobj only returns NULL if name is 0. If the object
+ * does not yet exist (i.e., hasn't been bound) it will return a dummy
+ * object that you can't do anything with.
+ */
+ assert(drawtex->buf_obj != NULL && (drawtex->buf_obj)->Name == VBO);
+ assert(drawtex->buf_obj == ctx->Array.ArrayBufferObj);
+
+ _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
+ GL_DYNAMIC_DRAW, __func__);
+
+ assert(drawtex->buf_obj->Size == sizeof(verts));
/* client active texture is not part of the array object */
active_texture = ctx->Array.ActiveTexture;
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, VBO);
/* setup vertex arrays */
_mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
verts[3].st[i][1] = t1;
}
- _mesa_NamedBufferSubData(drawtex->VBO, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
+ __func__);
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);