#include "Texture.h"
#include "Query.h"
#include "TransformFeedback.h"
+#include "VertexArray.h"
#include "common/debug.h"
#include "Common/Version.h"
if(context)
{
+ es2::VertexArray* vertexArray = context->getCurrentVertexArray();
+ if((context->getArrayBufferName() == 0) && vertexArray && (vertexArray->name != 0) && ptr)
+ {
+ // GL_INVALID_OPERATION is generated if a non-zero vertex array object is bound, zero is bound
+ // to the GL_ARRAY_BUFFER buffer object binding point and the pointer argument is not NULL.
+ return error(GL_INVALID_OPERATION);
+ }
+
context->setVertexAttribState(index, context->getArrayBuffer(), size, type, (normalized == GL_TRUE), stride, ptr);
}
}
#include "Texture.h"
#include "mathutil.h"
#include "TransformFeedback.h"
+#include "VertexArray.h"
#include "common/debug.h"
#include <GLES3/gl3.h>
if(context)
{
+ es2::VertexArray* vertexArray = context->getCurrentVertexArray();
+ if((context->getArrayBufferName() == 0) && vertexArray && (vertexArray->name != 0) && pointer)
+ {
+ // GL_INVALID_OPERATION is generated if a non-zero vertex array object is bound, zero is bound
+ // to the GL_ARRAY_BUFFER buffer object binding point and the pointer argument is not NULL.
+ return error(GL_INVALID_OPERATION);
+ }
+
context->setVertexAttribState(index, context->getArrayBuffer(), size, type, false, stride, pointer);
}
}