void GLVertexBuffer::upload(span<const byte> a_data) { assert(GLStateBuffer::isBegun()); assert(m_initialized); if (!a_data.empty()) { glBindBuffer(GLenum(m_bufferType), m_id); glBufferData(GLenum(m_bufferType), a_data.length_bytes(), a_data.data(), GLenum(m_drawUsage)); } }