Fix mesh loading on Apple#5
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Pull request overview
This PR fixes incorrect mesh index-buffer association on macOS / OpenGL 4.1 Core Profile by ensuring the correct VAO is bound before legacy (non-DSA) buffer operations, preventing later mesh loads from affecting previously loaded meshes (Issue #4).
Changes:
- Bind the mesh VAO before
vbo.load(...)/ebo.load(...)in allMesh::load(...)overloads whenMODERN_GLis not defined (legacy path). - Remove the redundant later
vao.bind()calls in the legacy setup blocks, since the VAO is already bound earlier.
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| #ifndef MODERN_GL | ||
| vao.bind(); // NOTE: Bind VAO first as Core Profile requires a VAO to be bound when loading buffers | ||
| #endif |
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| #ifndef MODERN_GL | ||
| vao.bind(); // NOTE: Bind VAO first as Core Profile requires a VAO to be bound when loading buffers | ||
| #endif |
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| #ifndef MODERN_GL | ||
| vao.bind(); // NOTE: Bind VAO first as Core Profile requires a VAO to be bound when loading buffers | ||
| #endif |
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| #ifndef MODERN_GL | ||
| vao.bind(); // NOTE: Bind VAO first as Core Profile requires a VAO to be bound when loading buffers | ||
| #endif |
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Fixes a quirk with Apple Core Profile implementation of OpenGL that requires a VAO to be bound for every buffer operation. #4