_mesa_BindVertexArray(drawtex->VAO);
/* create vertex array buffer */
- _mesa_GenBuffers(1, &drawtex->VBO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
+ _mesa_CreateBuffers(1, &drawtex->VBO);
+ _mesa_NamedBufferData(drawtex->VBO, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
/* client active texture is not part of the array object */
active_texture = ctx->Array.ActiveTexture;
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
+
/* setup vertex arrays */
_mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
}
else {
_mesa_BindVertexArray(drawtex->VAO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
}
/* vertex positions, texcoords */
verts[3].st[i][1] = t1;
}
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_NamedBufferSubData(drawtex->VBO, 0, sizeof(verts), verts);
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);