#include #include #include namespace mbgl { namespace gl { void VertexArray::bind(Context& context, BufferID indexBuffer, const AttributeBindingArray& bindings) { context.bindVertexArray = state->vertexArray; state->indexBuffer = indexBuffer; state->bindings.reserve(bindings.size()); for (AttributeLocation location = 0; location < bindings.size(); ++location) { if (state->bindings.size() <= location) { state->bindings.emplace_back(context, AttributeLocation(location)); } state->bindings[location] = bindings[location]; } } } // namespace gl } // namespace mbgl