bool VertexBuffer::bind( size_t* vertexcount, VertexDeclaration** pvd ) { VertexDeclaration* vd = m_vertexdeclaration; if( !vd || !m_vertexbuffer ) { return false; } if( Context::CurrentVertexBuffer != this ) { glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); checkerror(); Context::CurrentVertexBuffer = this; } size_t vertexsize; if( !vd->bind( &vertexsize ) ) { return false; } *vertexcount = m_buffersize / vertexsize; *pvd = vd; return true; }