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