(10-07-2014, 05:57 PM)Timo 6 Wrote: At line 325 https://flic.kr/p/phL9iK
bind_ibo is indeed true with the workaround and graphics_gl2.cpp line 317 commented out.
Btw, I noticed log.txt already has 'ERROR: OpenGL error "invalid operation" during: render output end' by this stage, don't know if that's important.
Seems like it fails to create a vertex array. You can verify it by setting a break point at vertexbuffer.cpp lines 88-89
glGenVertexArrays shoud set ob.varray to a nonzero value. Per OpenGL spec the function is allowed to return zero though, which means it failed...
I think I'll have to add a check for currently bound vao/vbo into the draw function (or simply disable vertex arrays for GL2+ drivers).