- These are no longer useful with modern hardware (Post HW T&L) and were causing problems when using glDrawElements() with a null VBO.
//Logf("SelectMesh\n");
#if !defined( __ANDROID__) && !defined(__APPLE__)
+
#if defined(__WIN32__)
if(glUnlockArraysEXT)
#endif
- if(display.display3D.mesh)
+ if(!vboAvailable && display.display3D.mesh)
glUnlockArraysEXT();
+
#endif
if(mesh)
{
#if defined(__WIN32__)
if(glLockArraysEXT)
#endif
- glLockArraysEXT(0, mesh.nVertices);
+ if(!vboAvailable)
+ glLockArraysEXT(0, mesh.nVertices);
+
#endif
}
else