Fix buffer target corruption in WebGL2 backend. #506
Merged
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In the OpenGL 3.3 backend, there is an optimization that allows a
buffer object to be created and bound to a given target (for instance
ARRAY_BUFFER
) and allows to rebind the buffer later to anothertarget (for instance
ELEMENT_ARRAY_BUFFER
). That optimization is handybecause it allows to dissociate data storage from data representation,
allowing to send a bunch of bytes and then using the target as source of
representation.
Well, turns out that optimization doesn’t work in WebGL2, so this commit
implements a way to keep track of what a buffer was created as and then
re-use that information every time we need to bind the buffer. That
should fix #483 (and probably other bugs no one has encountered yet).
Some integration tests are needed to ensure the fix does what it should.