//previous = oglSystem.glContext;
#endif
#endif
+ GLABBindBuffer(GL_ARRAY_BUFFER, 0);
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return true;
}
glXMakeCurrent(xGlobalDisplay, (GLXDrawable)display.window, oglDisplay.glContext);
#endif
#endif
+ GLABBindBuffer(GL_ARRAY_BUFFER, 0);
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return true;
}
loadShaders("<:ecere>shaders/fixed.vertex", "<:ecere>shaders/fixed.frag");
#endif
glEnableClientState(GL_VERTEX_ARRAY);
+ GLABBindBuffer(GL_ARRAY_BUFFER, 0);
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#if defined(__WIN32__)
if(glBlendFuncSeparate)