void OpenGLRenderManager::doRender(IVertexBuffer* _buffer, ITexture* _texture, size_t _count) { OpenGLVertexBuffer* buffer = static_cast<OpenGLVertexBuffer*>(_buffer); unsigned int buffer_id = buffer->getBufferID(); MYGUI_PLATFORM_ASSERT(buffer_id, "Vertex buffer is not created"); unsigned int texture_id = 0; if (_texture) { OpenGLTexture* texture = static_cast<OpenGLTexture*>(_texture); texture_id = texture->getTextureID(); //MYGUI_PLATFORM_ASSERT(texture_id, "Texture is not created"); } glBindTexture(GL_TEXTURE_2D, texture_id); glBindBuffer(GL_ARRAY_BUFFER, buffer_id); // enable vertex arrays glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // before draw, specify vertex and index arrays with their offsets size_t offset = 0; glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offset); offset += (sizeof(float) * 3); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offset); offset += (4); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offset); glDrawArrays(GL_TRIANGLES, 0, _count); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); }