0030748: Visualization - Marker displayed in immediate layer ruins QT Quick view...
[occt.git] / src / OpenGl / OpenGl_PrimitiveArray.cxx
old mode 100755 (executable)
new mode 100644 (file)
index 6a47923..cec64bb
 // Alternatively, this file may be used under the terms of Open CASCADE
 // commercial license or contractual agreement.
 
-#include <OpenGl_AspectFace.hxx>
+#include <OpenGl_Aspects.hxx>
 #include <OpenGl_Context.hxx>
 #include <OpenGl_GraphicDriver.hxx>
 #include <OpenGl_IndexBuffer.hxx>
 #include <OpenGl_PointSprite.hxx>
 #include <OpenGl_PrimitiveArray.hxx>
+#include <OpenGl_Sampler.hxx>
 #include <OpenGl_ShaderManager.hxx>
 #include <OpenGl_ShaderProgram.hxx>
 #include <OpenGl_Structure.hxx>
 #include <OpenGl_VertexBufferCompat.hxx>
+#include <OpenGl_View.hxx>
 #include <OpenGl_Workspace.hxx>
+#include <Graphic3d_TextureParams.hxx>
+#include <NCollection_AlignedAllocator.hxx>
 
 namespace
 {
-  //! Convert index data type from size
-  inline GLenum toGlIndexType (const Standard_Integer theStride)
-  {
-    switch (theStride)
-    {
-      case 2:  return GL_UNSIGNED_SHORT;
-      case 4:  return GL_UNSIGNED_INT;
-      default: return GL_NONE;
-    }
-  }
-
   //! Convert data type to GL info
   inline GLenum toGlDataType (const Graphic3d_TypeOfData theType,
                               GLint&                     theNbComp)
@@ -62,6 +55,9 @@ namespace
       case Graphic3d_TOD_VEC4UB:
         theNbComp = 4;
         return GL_UNSIGNED_BYTE;
+      case Graphic3d_TOD_FLOAT:
+        theNbComp = 1;
+        return GL_FLOAT;
     }
     theNbComp = 0;
     return GL_NONE;
@@ -73,20 +69,11 @@ namespace
 template<class TheBaseClass, int NbAttributes>
 class OpenGl_VertexBufferT : public TheBaseClass
 {
-
 public:
 
-  //! Create uninitialized VBO.
-  OpenGl_VertexBufferT (const Graphic3d_Attribute* theAttribs,
-                        const Standard_Integer     theStride)
-  : Stride (theStride)
-  {
-    memcpy (Attribs, theAttribs, sizeof(Graphic3d_Attribute) * NbAttributes);
-  }
-
   //! Create uninitialized VBO.
   OpenGl_VertexBufferT (const Graphic3d_Buffer& theAttribs)
-  : Stride (theAttribs.Stride)
+  : Stride (theAttribs.IsInterleaved() ? theAttribs.Stride : 0)
   {
     memcpy (Attribs, theAttribs.AttributesArray(), sizeof(Graphic3d_Attribute) * NbAttributes);
   }
@@ -127,21 +114,19 @@ public:
     TheBaseClass::Bind (theGlCtx);
     GLint aNbComp;
     const GLubyte* anOffset = TheBaseClass::myOffset;
+    const Standard_Size aMuliplier = Stride != 0 ? 1 : TheBaseClass::myElemsNb;
     for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter)
     {
       const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter];
       const GLenum   aDataType = toGlDataType (anAttrib.DataType, aNbComp);
-      if (aDataType == GL_NONE)
-      {
-        continue;
-      }
-      else if (anAttrib.Id == Graphic3d_TOA_POS)
+      if (anAttrib.Id == Graphic3d_TOA_POS
+       && aDataType != GL_NONE)
       {
         TheBaseClass::bindAttribute (theGlCtx, Graphic3d_TOA_POS, aNbComp, aDataType, Stride, anOffset);
         break;
       }
 
-      anOffset += Graphic3d_Attribute::Stride (anAttrib.DataType);
+      anOffset += aMuliplier * Graphic3d_Attribute::Stride (anAttrib.DataType);
     }
   }
 
@@ -155,17 +140,16 @@ public:
     TheBaseClass::Bind (theGlCtx);
     GLint aNbComp;
     const GLubyte* anOffset = TheBaseClass::myOffset;
+    const Standard_Size aMuliplier = Stride != 0 ? 1 : TheBaseClass::myElemsNb;
     for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter)
     {
       const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter];
       const GLenum   aDataType = toGlDataType (anAttrib.DataType, aNbComp);
-      if (aDataType == GL_NONE)
+      if (aDataType != GL_NONE)
       {
-        continue;
+        TheBaseClass::bindAttribute (theGlCtx, anAttrib.Id, aNbComp, aDataType, Stride, anOffset);
       }
-
-      TheBaseClass::bindAttribute (theGlCtx, anAttrib.Id, aNbComp, aDataType, Stride, anOffset);
-      anOffset += Graphic3d_Attribute::Stride (anAttrib.DataType);
+      anOffset += aMuliplier * Graphic3d_Attribute::Stride (anAttrib.DataType);
     }
   }
 
@@ -184,7 +168,7 @@ public:
     }
   }
 
-public:
+private:
 
   Graphic3d_Attribute Attribs[NbAttributes];
   Standard_Integer    Stride;
@@ -229,34 +213,53 @@ Standard_Boolean OpenGl_PrimitiveArray::initNormalVbo (const Handle(OpenGl_Conte
     case 10: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 10>(*myAttribs); break;
   }
 
-  if (!myVboAttribs->init (theCtx, 0, myAttribs->NbElements, myAttribs->Data(), GL_NONE, myAttribs->Stride))
+  const Standard_Boolean isAttribMutable     = myAttribs->IsMutable();
+  const Standard_Boolean isAttribInterleaved = myAttribs->IsInterleaved();
+  if (myAttribs->NbElements != myAttribs->NbMaxElements()
+   && myIndices.IsNull()
+   && (!isAttribInterleaved || isAttribMutable))
+  {
+    throw Standard_ProgramError ("OpenGl_PrimitiveArray::buildVBO() - vertex attribute data with reserved size is not supported");
+  }
+
+  // specify data type as Byte and NbComponents as Stride, so that OpenGl_VertexBuffer::EstimatedDataSize() will return correct value
+  const Standard_Integer aNbVertexes = (isAttribMutable || !isAttribInterleaved) ? myAttribs->NbMaxElements() : myAttribs->NbElements;
+  if (!myVboAttribs->init (theCtx, myAttribs->Stride, aNbVertexes, myAttribs->Data(), GL_UNSIGNED_BYTE, myAttribs->Stride))
   {
-    TCollection_ExtendedString aMsg;
-    aMsg += "VBO creation for Primitive Array has failed for ";
-    aMsg += myAttribs->NbElements;
-    aMsg += " vertices. Out of memory?";
-    theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMsg);
+    TCollection_ExtendedString aMsg = TCollection_ExtendedString("VBO creation for Primitive Array has failed for ") + aNbVertexes + " vertices. Out of memory?";
+    theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PERFORMANCE, 0, GL_DEBUG_SEVERITY_LOW, aMsg);
 
     clearMemoryGL (theCtx);
     return Standard_False;
   }
   else if (myIndices.IsNull())
   {
+    if (isAttribMutable && isAttribInterleaved)
+    {
+      // for mutable interlaced array we can change dynamically number of vertexes (they will be just skipped at the end of buffer);
+      // this doesn't matter in case if we have indexed array
+      myVboAttribs->SetElemsNb (myAttribs->NbElements);
+    }
     return Standard_True;
   }
 
+  const Standard_Integer aNbIndexes = !myIndices->IsMutable() ? myIndices->NbElements : myIndices->NbMaxElements();
   myVboIndices = new OpenGl_IndexBuffer();
   bool isOk = false;
   switch (myIndices->Stride)
   {
     case 2:
     {
-      isOk = myVboIndices->Init (theCtx, 1, myIndices->NbElements, reinterpret_cast<const GLushort*> (myIndices->Data()));
+      isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast<const GLushort*> (myIndices->Data()));
+      myVboIndices->SetElemsNb (myIndices->NbElements);
+      myIndices->Validate();
       break;
     }
     case 4:
     {
-      isOk = myVboIndices->Init (theCtx, 1, myIndices->NbElements, reinterpret_cast<const GLuint*> (myIndices->Data()));
+      isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast<const GLuint*> (myIndices->Data()));
+      myVboIndices->SetElemsNb (myIndices->NbElements);
+      myIndices->Validate();
       break;
     }
     default:
@@ -267,11 +270,8 @@ Standard_Boolean OpenGl_PrimitiveArray::initNormalVbo (const Handle(OpenGl_Conte
   }
   if (!isOk)
   {
-    TCollection_ExtendedString aMsg;
-    aMsg += "VBO creation for Primitive Array has failed for ";
-    aMsg += myIndices->NbElements;
-    aMsg += " indices. Out of memory?";
-    theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMsg);
+    TCollection_ExtendedString aMsg = TCollection_ExtendedString("VBO creation for Primitive Array has failed for ") + aNbIndexes + " indices. Out of memory?";
+    theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PERFORMANCE, 0, GL_DEBUG_SEVERITY_LOW, aMsg);
     clearMemoryGL (theCtx);
     return Standard_False;
   }
@@ -286,6 +286,7 @@ Standard_Boolean OpenGl_PrimitiveArray::buildVBO (const Handle(OpenGl_Context)&
                                                   const Standard_Boolean        theToKeepData) const
 {
   bool isNormalMode = theCtx->ToUseVbo();
+  clearMemoryGL (theCtx);
   if (myAttribs.IsNull()
    || myAttribs->IsEmpty()
    || myAttribs->NbElements < 1
@@ -300,11 +301,16 @@ Standard_Boolean OpenGl_PrimitiveArray::buildVBO (const Handle(OpenGl_Context)&
    && initNormalVbo (theCtx))
   {
     if (!theCtx->caps->keepArrayData
-     && !theToKeepData)
+     && !theToKeepData
+     && !myAttribs->IsMutable())
     {
       myIndices.Nullify();
       myAttribs.Nullify();
     }
+    else
+    {
+      myAttribs->Validate();
+    }
     return Standard_True;
   }
 
@@ -357,6 +363,51 @@ Standard_Boolean OpenGl_PrimitiveArray::buildVBO (const Handle(OpenGl_Context)&
   return Standard_True;
 }
 
+// =======================================================================
+// function : updateVBO
+// purpose  :
+// =======================================================================
+void OpenGl_PrimitiveArray::updateVBO (const Handle(OpenGl_Context)& theCtx) const
+{
+  if (!myAttribs.IsNull())
+  {
+    Graphic3d_BufferRange aRange = myAttribs->InvalidatedRange();
+    if (!aRange.IsEmpty()
+     &&  myVboAttribs->IsValid()
+     && !myVboAttribs->IsVirtual())
+    {
+      myVboAttribs->Bind (theCtx);
+      theCtx->core15fwd->glBufferSubData (myVboAttribs->GetTarget(),
+                                          aRange.Start,
+                                          aRange.Length,
+                                          myAttribs->Data() + aRange.Start);
+      myVboAttribs->Unbind (theCtx);
+      if (myAttribs->IsInterleaved())
+      {
+        myVboAttribs->SetElemsNb (myAttribs->NbElements);
+      }
+    }
+    myAttribs->Validate();
+  }
+  if (!myIndices.IsNull())
+  {
+    Graphic3d_BufferRange aRange = myIndices->InvalidatedRange();
+    if (!aRange.IsEmpty()
+     &&  myVboIndices->IsValid()
+     && !myVboIndices->IsVirtual())
+    {
+      myVboIndices->Bind (theCtx);
+      theCtx->core15fwd->glBufferSubData (myVboIndices->GetTarget(),
+                                          aRange.Start,
+                                          aRange.Length,
+                                          myIndices->Data() + aRange.Start);
+      myVboIndices->Unbind (theCtx);
+      myVboIndices->SetElemsNb (myIndices->NbElements);
+    }
+    myIndices->Validate();
+  }
+}
+
 // =======================================================================
 // function : drawArray
 // purpose  :
@@ -365,9 +416,6 @@ void OpenGl_PrimitiveArray::drawArray (const Handle(OpenGl_Workspace)& theWorksp
                                        const Graphic3d_Vec4*           theFaceColors,
                                        const Standard_Boolean          theHasVertColor) const
 {
-  const Handle(OpenGl_Context)& aGlContext  = theWorkspace->GetGlContext();
-  const bool                    toHilight   = (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) != 0;
-  bool                          hasVColors  = theHasVertColor && !toHilight;
   if (myVboAttribs.IsNull())
   {
   #if !defined(GL_ES_VERSION_2_0)
@@ -380,6 +428,12 @@ void OpenGl_PrimitiveArray::drawArray (const Handle(OpenGl_Workspace)& theWorksp
     return;
   }
 
+  const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
+  const bool                    toHilight  = theWorkspace->ToHighlight();
+  const GLenum aDrawMode = !aGlContext->ActiveProgram().IsNull()
+                         && aGlContext->ActiveProgram()->HasTessellationStage()
+                         ? GL_PATCHES
+                         : myDrawMode;
   myVboAttribs->BindAllAttributes (aGlContext);
   if (theHasVertColor && toHilight)
   {
@@ -398,14 +452,14 @@ void OpenGl_PrimitiveArray::drawArray (const Handle(OpenGl_Workspace)& theWorksp
       {
         const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
         if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]);
-        glDrawElements (myDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
+        glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
         anOffset += aStride * aNbElemsInGroup;
       }
     }
     else
     {
       // draw one (or sequential) primitive by the indices
-      glDrawElements (myDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
+      glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
     }
     myVboIndices->Unbind (aGlContext);
   }
@@ -416,7 +470,7 @@ void OpenGl_PrimitiveArray::drawArray (const Handle(OpenGl_Workspace)& theWorksp
     {
       const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
       if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]);
-      glDrawArrays (myDrawMode, aFirstElem, aNbElemsInGroup);
+      glDrawArrays (aDrawMode, aFirstElem, aNbElemsInGroup);
       aFirstElem += aNbElemsInGroup;
     }
   }
@@ -428,57 +482,62 @@ void OpenGl_PrimitiveArray::drawArray (const Handle(OpenGl_Workspace)& theWorksp
     }
     else
     {
-      glDrawArrays (myDrawMode, 0, myVboAttribs->GetElemsNb());
+      glDrawArrays (aDrawMode, 0, myVboAttribs->GetElemsNb());
     }
   }
 
   // bind with 0
   myVboAttribs->UnbindAllAttributes (aGlContext);
-
-  if (hasVColors)
-  {
-    theWorkspace->NamedStatus |= OPENGL_NS_RESMAT;
-  }
 }
 
 // =======================================================================
 // function : drawEdges
 // purpose  :
 // =======================================================================
-void OpenGl_PrimitiveArray::drawEdges (const TEL_COLOUR*               theEdgeColour,
-                                       const Handle(OpenGl_Workspace)& theWorkspace) const
+void OpenGl_PrimitiveArray::drawEdges (const Handle(OpenGl_Workspace)& theWorkspace) const
 {
+  const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
   if (myVboAttribs.IsNull())
   {
     return;
   }
 
+  const OpenGl_Aspects* anAspect = theWorkspace->Aspects();
 #if !defined(GL_ES_VERSION_2_0)
-  glDisable (GL_LIGHTING);
+  const Standard_Integer aPolyModeOld = aGlContext->SetPolygonMode (GL_LINE);
 #endif
 
-  const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
-  const OpenGl_AspectLine* anAspectLineOld = NULL;
-
-  anAspectLineOld = theWorkspace->SetAspectLine (theWorkspace->AspectFace (Standard_True)->AspectEdge());
-  const OpenGl_AspectLine* anAspect = theWorkspace->AspectLine (Standard_True);
-
+  if (aGlContext->core20fwd != NULL)
+  {
+    aGlContext->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), anAspect->Aspect()->EdgeLineType(),
+                                                  Graphic3d_TOSM_UNLIT, Graphic3d_AlphaMode_Opaque, Standard_False,
+                                                  anAspect->ShaderProgramRes (aGlContext));
+  }
+  aGlContext->SetSampleAlphaToCoverage (aGlContext->ShaderManager()->MaterialState().HasAlphaCutoff());
+  const GLenum aDrawMode = !aGlContext->ActiveProgram().IsNull()
+                         && aGlContext->ActiveProgram()->HasTessellationStage()
+                         ? GL_PATCHES
+                         : myDrawMode;
 #if !defined(GL_ES_VERSION_2_0)
-  glPushAttrib (GL_POLYGON_BIT);
-  glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
-#endif
-
-  if (aGlContext->IsGlGreaterEqual (2, 0))
+  if (aGlContext->ActiveProgram().IsNull()
+   && aGlContext->core11 != NULL)
   {
-    aGlContext->ShaderManager()->BindProgram (anAspect, NULL, Standard_False, Standard_False, anAspect->ShaderProgramRes (aGlContext));
+    glDisable (GL_LIGHTING);
   }
+#endif
 
   /// OCC22236 NOTE: draw edges for all situations:
   /// 1) draw elements with GL_LINE style as edges from myPArray->bufferVBO[VBOEdges] indices array
   /// 2) draw elements from vertex array, when bounds defines count of primitive's vertices.
   /// 3) draw primitive's edges by vertexes if no edges and bounds array is specified
   myVboAttribs->BindPositionAttribute (aGlContext);
-  aGlContext->SetColor4fv (*(const OpenGl_Vec4* )theEdgeColour->rgb);
+
+  aGlContext->SetColor4fv (theWorkspace->EdgeColor().a() >= 0.1f
+                         ? theWorkspace->EdgeColor()
+                         : theWorkspace->View()->BackgroundColor());
+  aGlContext->SetTypeOfLine (anAspect->Aspect()->EdgeLineType());
+  aGlContext->SetLineWidth  (anAspect->Aspect()->EdgeWidth());
+
   if (!myVboIndices.IsNull())
   {
     myVboIndices->Bind (aGlContext);
@@ -491,14 +550,14 @@ void OpenGl_PrimitiveArray::drawEdges (const TEL_COLOUR*               theEdgeCo
       for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter)
       {
         const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
-        glDrawElements (myDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
+        glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
         anOffset += aStride * aNbElemsInGroup;
       }
     }
     // draw one (or sequential) primitive by the indices
     else
     {
-      glDrawElements (myDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
+      glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
     }
     myVboIndices->Unbind (aGlContext);
   }
@@ -508,13 +567,13 @@ void OpenGl_PrimitiveArray::drawEdges (const TEL_COLOUR*               theEdgeCo
     for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter)
     {
       const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
-      glDrawArrays (myDrawMode, aFirstElem, aNbElemsInGroup);
+      glDrawArrays (aDrawMode, aFirstElem, aNbElemsInGroup);
       aFirstElem += aNbElemsInGroup;
     }
   }
   else
   {
-    glDrawArrays (myDrawMode, 0, myAttribs->NbElements);
+    glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
   }
 
   // unbind buffers
@@ -522,9 +581,8 @@ void OpenGl_PrimitiveArray::drawEdges (const TEL_COLOUR*               theEdgeCo
 
   // restore line context
 #if !defined(GL_ES_VERSION_2_0)
-  glPopAttrib();
+  aGlContext->SetPolygonMode (aPolyModeOld);
 #endif
-  theWorkspace->SetAspectLine (anAspectLineOld);
 }
 
 // =======================================================================
@@ -533,42 +591,63 @@ void OpenGl_PrimitiveArray::drawEdges (const TEL_COLOUR*               theEdgeCo
 // =======================================================================
 void OpenGl_PrimitiveArray::drawMarkers (const Handle(OpenGl_Workspace)& theWorkspace) const
 {
-  const OpenGl_AspectMarker* anAspectMarker     = theWorkspace->AspectMarker (Standard_True);
-  const Handle(OpenGl_Context)&     aCtx        = theWorkspace->GetGlContext();
-  const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx);
-  if (!aSpriteNorm.IsNull()
-   && !aSpriteNorm->IsDisplayList())
+  const OpenGl_Aspects* anAspectMarker = theWorkspace->Aspects();
+  const Handle(OpenGl_Context)&   aCtx = theWorkspace->GetGlContext();
+  const GLenum aDrawMode = !aCtx->ActiveProgram().IsNull()
+                         && aCtx->ActiveProgram()->HasTessellationStage()
+                         ? GL_PATCHES
+                         : myDrawMode;
+  if (anAspectMarker->HasPointSprite (aCtx))
   {
     // Textured markers will be drawn with the point sprites
     aCtx->SetPointSize (anAspectMarker->MarkerSize());
+    aCtx->SetPointSpriteOrigin();
   #if !defined(GL_ES_VERSION_2_0)
-    aCtx->core11fwd->glEnable (GL_ALPHA_TEST);
-    aCtx->core11fwd->glAlphaFunc (GL_GEQUAL, 0.1f);
+    if (aCtx->core11 != NULL)
+    {
+      aCtx->core11fwd->glEnable (GL_ALPHA_TEST);
+      aCtx->core11fwd->glAlphaFunc (GL_GEQUAL, 0.1f);
+    }
   #endif
 
     aCtx->core11fwd->glEnable (GL_BLEND);
     aCtx->core11fwd->glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-    aCtx->core11fwd->glDrawArrays (myDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
+    aCtx->core11fwd->glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
 
     aCtx->core11fwd->glDisable (GL_BLEND);
   #if !defined(GL_ES_VERSION_2_0)
-    aCtx->core11fwd->glDisable (GL_ALPHA_TEST);
+    if (aCtx->core11 != NULL)
+    {
+      if (aCtx->ShaderManager()->MaterialState().AlphaCutoff() >= ShortRealLast())
+      {
+        aCtx->core11fwd->glDisable (GL_ALPHA_TEST);
+      }
+      else
+      {
+        aCtx->core11fwd->glAlphaFunc (GL_GEQUAL, aCtx->ShaderManager()->MaterialState().AlphaCutoff());
+      }
+    }
   #endif
     aCtx->SetPointSize (1.0f);
     return;
   }
-  else if (anAspectMarker->Type() == Aspect_TOM_POINT)
+  else if (anAspectMarker->Aspect()->MarkerType() == Aspect_TOM_POINT)
   {
     aCtx->SetPointSize (anAspectMarker->MarkerSize());
-    aCtx->core11fwd->glDrawArrays (myDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
+    aCtx->core11fwd->glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
     aCtx->SetPointSize (1.0f);
   }
 #if !defined(GL_ES_VERSION_2_0)
   // Textured markers will be drawn with the glBitmap
-  else if (anAspectMarker->Type() != Aspect_TOM_POINT
-       && !aSpriteNorm.IsNull())
+  else if (anAspectMarker->Aspect()->MarkerType() != Aspect_TOM_POINT)
   {
+    const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx, false);
+    if (aSpriteNorm.IsNull())
+    {
+      return;
+    }
+
     /**if (!isHilight && (myPArray->vcolours != NULL))
     {
       for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++)
@@ -590,6 +669,22 @@ void OpenGl_PrimitiveArray::drawMarkers (const Handle(OpenGl_Workspace)& theWork
 #endif
 }
 
+// =======================================================================
+// function : OpenGl_PrimitiveArray
+// purpose  :
+// =======================================================================
+OpenGl_PrimitiveArray::OpenGl_PrimitiveArray (const OpenGl_GraphicDriver* theDriver)
+
+: myDrawMode  (DRAW_MODE_NONE),
+  myIsFillType(Standard_False),
+  myIsVboInit (Standard_False)
+{
+  if (theDriver != NULL)
+  {
+    myUID = theDriver->GetNextPrimitiveArrayUID();
+  }
+}
+
 // =======================================================================
 // function : OpenGl_PrimitiveArray
 // purpose  :
@@ -604,62 +699,29 @@ OpenGl_PrimitiveArray::OpenGl_PrimitiveArray (const OpenGl_GraphicDriver*
   myAttribs   (theAttribs),
   myBounds    (theBounds),
   myDrawMode  (DRAW_MODE_NONE),
+  myIsFillType(Standard_False),
   myIsVboInit (Standard_False)
 {
-  if (theDriver != NULL)
-  {
-    myUID = theDriver->GetNextPrimitiveArrayUID();
-  }
-
   if (!myIndices.IsNull()
     && myIndices->NbElements < 1)
   {
     // dummy index buffer?
     myIndices.Nullify();
   }
-  if (myAttribs.IsNull())
-  {
-    return;
-  }
 
-  switch (theType)
+  if (theDriver != NULL)
   {
-    case Graphic3d_TOPA_POINTS:
-      myDrawMode = GL_POINTS;
-      break;
-    case Graphic3d_TOPA_POLYLINES:
-      myDrawMode = GL_LINE_STRIP;
-      break;
-    case Graphic3d_TOPA_SEGMENTS:
-      myDrawMode = GL_LINES;
-      break;
-    case Graphic3d_TOPA_TRIANGLES:
-      myDrawMode = GL_TRIANGLES;
-      break;
-    case Graphic3d_TOPA_TRIANGLESTRIPS:
-      myDrawMode = GL_TRIANGLE_STRIP;
-      break;
-    case Graphic3d_TOPA_TRIANGLEFANS:
-      myDrawMode = GL_TRIANGLE_FAN;
-      break;
-  #if !defined(GL_ES_VERSION_2_0)
-    case Graphic3d_TOPA_POLYGONS:
-      myDrawMode = GL_POLYGON;
-      break;
-    case Graphic3d_TOPA_QUADRANGLES:
-      myDrawMode = GL_QUADS;
-      break;
-    case Graphic3d_TOPA_QUADRANGLESTRIPS:
-      myDrawMode = GL_QUAD_STRIP;
-      break;
-  #else
-    case Graphic3d_TOPA_POLYGONS:
-    case Graphic3d_TOPA_QUADRANGLES:
-    case Graphic3d_TOPA_QUADRANGLESTRIPS:
+    myUID = theDriver->GetNextPrimitiveArrayUID();
+  #if defined (GL_ES_VERSION_2_0)
+    const Handle(OpenGl_Context)& aCtx = theDriver->GetSharedContext();
+    if (!aCtx.IsNull())
+    {
+      processIndices (aCtx);
+    }
   #endif
-    case Graphic3d_TOPA_UNDEFINED:
-      break;
   }
+
+  setDrawMode (theType);
 }
 
 // =======================================================================
@@ -707,118 +769,349 @@ void OpenGl_PrimitiveArray::Render (const Handle(OpenGl_Workspace)& theWorkspace
     return;
   }
 
-  const OpenGl_AspectFace*   anAspectFace   = theWorkspace->AspectFace   (Standard_True);
-  const OpenGl_AspectLine*   anAspectLine   = theWorkspace->AspectLine   (Standard_True);
-  const OpenGl_AspectMarker* anAspectMarker = theWorkspace->AspectMarker (myDrawMode == GL_POINTS);
-
-  // create VBOs on first render call
+  const OpenGl_Aspects* anAspectFace = theWorkspace->ApplyAspects();
   const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
-  if (!myIsVboInit)
-  {
-    // compatibility - keep data to draw markers using display lists
-    const Standard_Boolean toKeepData = myDrawMode == GL_POINTS
-                                    && !anAspectMarker->SpriteRes (aCtx).IsNull()
-                                    &&  anAspectMarker->SpriteRes (aCtx)->IsDisplayList();
-    buildVBO (aCtx, toKeepData);
-    myIsVboInit = Standard_True;
-  }
-
-  Tint aFrontLightingModel = anAspectFace->IntFront().color_mask;
-  const TEL_COLOUR* anInteriorColor = &anAspectFace->IntFront().matcol;
-  const TEL_COLOUR* anEdgeColor = &anAspectFace->AspectEdge()->Color();
-  const TEL_COLOUR* aLineColor  = myDrawMode == GL_POINTS ? &anAspectMarker->Color() : &anAspectLine->Color();
 
-  // Use highlight colors
-  if (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT)
+  const bool toEnableEnvMap = !aCtx->ActiveTextures().IsNull()
+                            && aCtx->ActiveTextures() == theWorkspace->EnvironmentTexture();
+  bool toDrawArray = true;
+  int toDrawInteriorEdges = 0; // 0 - no edges, 1 - glsl edges, 2 - polygonMode
+  if (myIsFillType)
   {
-    anEdgeColor = anInteriorColor = aLineColor = theWorkspace->HighlightColor;
-    aFrontLightingModel = 0;
+    toDrawArray = anAspectFace->Aspect()->InteriorStyle() != Aspect_IS_EMPTY;
+    if (anAspectFace->Aspect()->ToDrawEdges())
+    {
+      toDrawInteriorEdges = 1;
+      toDrawArray = true;
+    #if !defined(GL_ES_VERSION_2_0)
+      if (anAspectFace->Aspect()->EdgeLineType() != Aspect_TOL_SOLID
+       || aCtx->hasGeometryStage == OpenGl_FeatureNotAvailable
+       || aCtx->caps->usePolygonMode)
+      {
+        toDrawInteriorEdges = 2;
+        if (anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_EMPTY)
+        {
+          if (anAspectFace->Aspect()->EdgeLineType() != Aspect_TOL_SOLID)
+          {
+            toDrawArray = false;
+          }
+          else
+          {
+            aCtx->SetPolygonMode (GL_LINE);
+          }
+        }
+      }
+    #endif
+    }
   }
-
-  const Standard_Boolean hasColorAttrib = !myVboAttribs.IsNull()
-                                        && myVboAttribs->HasColorAttribute();
-  const Standard_Boolean isLightOn = aFrontLightingModel != 0
-                                 && !myVboAttribs.IsNull()
-                                 &&  myVboAttribs->HasNormalAttribute();
-#if !defined(GL_ES_VERSION_2_0)
-  // manage FFP lighting
-  if (!isLightOn)
+  else
   {
-    glDisable (GL_LIGHTING);
+    if (myDrawMode == GL_POINTS)
+    {
+      if (anAspectFace->Aspect()->MarkerType() == Aspect_TOM_EMPTY)
+      {
+        return;
+      }
+    }
+    else
+    {
+      if (anAspectFace->Aspect()->LineType() == Aspect_TOL_EMPTY)
+      {
+        return;
+      }
+    }
   }
-  else
+
+  // create VBOs on first render call
+  if (!myIsVboInit)
   {
-    glEnable (GL_LIGHTING);
+    // compatibility - keep data to draw markers using display lists
+    Standard_Boolean toKeepData = myDrawMode == GL_POINTS
+                               && anAspectFace->IsDisplayListSprite (aCtx);
+  #if defined (GL_ES_VERSION_2_0)
+    processIndices (aCtx);
+  #endif
+    buildVBO (aCtx, toKeepData);
+    myIsVboInit = Standard_True;
   }
-#endif
-  // Temporarily disable environment mapping
-  Handle(OpenGl_Texture) aTextureBack;
-  if (myDrawMode <= GL_LINE_STRIP)
+  else if ((!myAttribs.IsNull()
+         &&  myAttribs->IsMutable())
+        || (!myIndices.IsNull()
+         &&  myIndices->IsMutable()))
   {
-    aTextureBack = theWorkspace->DisableTexture();
+    updateVBO (aCtx);
   }
 
-  if ((myDrawMode >  GL_LINE_STRIP && anAspectFace->InteriorStyle() != Aspect_IS_EMPTY) ||
-      (myDrawMode <= GL_LINE_STRIP))
+  Graphic3d_TypeOfShadingModel aShadingModel = Graphic3d_TOSM_UNLIT;
+  if (toDrawArray)
   {
-    const bool            toHilight   = (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) != 0;
-    const Graphic3d_Vec4* aFaceColors = !myBounds.IsNull() && !toHilight && anAspectFace->InteriorStyle() != Aspect_IS_HIDDENLINE
-                                      ?  myBounds->Colors
-                                      :  NULL;
-    const Standard_Boolean hasVertColor = hasColorAttrib && !toHilight;
-    if (aCtx->IsGlGreaterEqual (2, 0))
+    const bool hasColorAttrib = !myVboAttribs.IsNull()
+                              && myVboAttribs->HasColorAttribute();
+    const bool toHilight    = theWorkspace->ToHighlight();
+    const bool hasVertColor = hasColorAttrib && !toHilight;
+    const bool hasVertNorm  = !myVboAttribs.IsNull() && myVboAttribs->HasNormalAttribute();
+    switch (myDrawMode)
     {
-      switch (myDrawMode)
+      case GL_POINTS:
       {
-        case GL_POINTS:
-        {
-          const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx);
-          if (!aSpriteNorm.IsNull()
-           && !aSpriteNorm->IsDisplayList())
-          {
-            const Handle(OpenGl_PointSprite)& aSprite = (toHilight && anAspectMarker->SpriteHighlightRes (aCtx)->IsValid())
-                                                      ? anAspectMarker->SpriteHighlightRes (aCtx)
-                                                      : aSpriteNorm;
-            theWorkspace->EnableTexture (aSprite);
-            aCtx->ShaderManager()->BindProgram (anAspectMarker, aSprite, isLightOn, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx));
-          }
-          else
-          {
-            aCtx->ShaderManager()->BindProgram (anAspectMarker, NULL, isLightOn, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx));
-          }
-          break;
-        }
-        case GL_LINES:
-        case GL_LINE_STRIP:
-        {
-          aCtx->ShaderManager()->BindProgram (anAspectLine, NULL, isLightOn, hasVertColor, anAspectLine->ShaderProgramRes (aCtx));
-          break;
-        }
-        default:
+        aShadingModel = aCtx->ShaderManager()->ChooseMarkerShadingModel (anAspectFace->ShadingModel(), hasVertNorm);
+        aCtx->ShaderManager()->BindMarkerProgram (aCtx->ActiveTextures(),
+                                                  aShadingModel, Graphic3d_AlphaMode_Opaque,
+                                                  hasVertColor, anAspectFace->ShaderProgramRes (aCtx));
+        break;
+      }
+      case GL_LINES:
+      case GL_LINE_STRIP:
+      {
+        aShadingModel = aCtx->ShaderManager()->ChooseLineShadingModel (anAspectFace->ShadingModel(), hasVertNorm);
+        aCtx->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(),
+                                                anAspectFace->Aspect()->LineType(),
+                                                aShadingModel,
+                                                Graphic3d_AlphaMode_Opaque,
+                                                hasVertColor,
+                                                anAspectFace->ShaderProgramRes (aCtx));
+        break;
+      }
+      default:
+      {
+        aShadingModel = aCtx->ShaderManager()->ChooseFaceShadingModel (anAspectFace->ShadingModel(), hasVertNorm);
+        aCtx->ShaderManager()->BindFaceProgram (aCtx->ActiveTextures(),
+                                                aShadingModel,
+                                                aCtx->ShaderManager()->MaterialState().HasAlphaCutoff() ? Graphic3d_AlphaMode_Mask : Graphic3d_AlphaMode_Opaque,
+                                                toDrawInteriorEdges == 1 ? anAspectFace->Aspect()->InteriorStyle() : Aspect_IS_SOLID,
+                                                hasVertColor,
+                                                toEnableEnvMap,
+                                                toDrawInteriorEdges == 1,
+                                                anAspectFace->ShaderProgramRes (aCtx));
+        if (toDrawInteriorEdges == 1)
         {
-          aCtx->ShaderManager()->BindProgram (anAspectFace, theWorkspace->ActiveTexture(), isLightOn, hasVertColor, anAspectFace->ShaderProgramRes (aCtx));
-          break;
+          aCtx->ShaderManager()->PushInteriorState (aCtx->ActiveProgram(), anAspectFace->Aspect());
         }
+        break;
+      }
+    }
+
+  #if !defined(GL_ES_VERSION_2_0)
+    // manage FFP lighting
+    if (aCtx->ActiveProgram().IsNull()
+     && aCtx->core11 != NULL)
+    {
+      if (aShadingModel == Graphic3d_TOSM_UNLIT)
+      {
+        glDisable (GL_LIGHTING);
+      }
+      else
+      {
+        glEnable (GL_LIGHTING);
       }
     }
+  #endif
+
+    if (!aCtx->ActiveTextures().IsNull()
+     && !aCtx->ActiveTextures()->IsEmpty()
+     && !aCtx->ActiveTextures()->First().IsNull()
+     && myDrawMode != GL_POINTS) // transformation is not supported within point sprites
+    {
+      aCtx->SetTextureMatrix (aCtx->ActiveTextures()->First()->Sampler()->Parameters());
+    }
+    aCtx->SetSampleAlphaToCoverage (aCtx->ShaderManager()->MaterialState().HasAlphaCutoff());
+
+    const Graphic3d_Vec4* aFaceColors = !myBounds.IsNull() && !toHilight && anAspectFace->Aspect()->InteriorStyle() != Aspect_IS_HIDDENLINE
+                                      ?  myBounds->Colors
+                                      :  NULL;
+    const OpenGl_Vec4& anInteriorColor = theWorkspace->InteriorColor();
+    aCtx->SetColor4fv (anInteriorColor);
+    if (!myIsFillType)
+    {
+      if (myDrawMode == GL_LINES
+       || myDrawMode == GL_LINE_STRIP)
+      {
+        aCtx->SetTypeOfLine (anAspectFace->Aspect()->LineType());
+        aCtx->SetLineWidth  (anAspectFace->Aspect()->LineWidth());
+      }
 
-    aCtx->SetColor4fv (*(const OpenGl_Vec4* )(myDrawMode <= GL_LINE_STRIP ? aLineColor->rgb : anInteriorColor->rgb));
+      drawArray (theWorkspace, aFaceColors, hasColorAttrib);
+      return;
+    }
 
     drawArray (theWorkspace, aFaceColors, hasColorAttrib);
+
+    // draw outline - only closed triangulation with defined vertex normals can be drawn in this way
+    if (anAspectFace->Aspect()->ToDrawSilhouette()
+     && aCtx->ToCullBackFaces()
+     && aCtx->ShaderManager()->BindOutlineProgram())
+    {
+      const Graphic3d_Vec2i aViewSize (aCtx->Viewport()[2], aCtx->Viewport()[3]);
+      const Standard_Integer aMin = aViewSize.minComp();
+      const GLfloat anEdgeWidth  = (GLfloat )anAspectFace->Aspect()->EdgeWidth() * aCtx->LineWidthScale() / (GLfloat )aMin;
+      const GLfloat anOrthoScale = theWorkspace->View()->Camera()->IsOrthographic() ? (GLfloat )theWorkspace->View()->Camera()->Scale() : -1.0f;
+
+      const Handle(OpenGl_ShaderProgram)& anOutlineProgram = aCtx->ActiveProgram();
+      anOutlineProgram->SetUniform (aCtx, anOutlineProgram->GetStateLocation (OpenGl_OCCT_SILHOUETTE_THICKNESS), anEdgeWidth);
+      anOutlineProgram->SetUniform (aCtx, anOutlineProgram->GetStateLocation (OpenGl_OCCT_ORTHO_SCALE),          anOrthoScale);
+      aCtx->SetColor4fv (anAspectFace->Aspect()->EdgeColorRGBA());
+
+      aCtx->core11fwd->glCullFace (GL_FRONT);
+      drawArray (theWorkspace, NULL, false);
+
+      aCtx->core11fwd->glCullFace (GL_BACK);
+    }
   }
 
-  if (myDrawMode <= GL_LINE_STRIP)
+#if !defined(GL_ES_VERSION_2_0)
+  // draw triangulation edges using Polygon Mode
+  if (toDrawInteriorEdges == 2)
   {
-    theWorkspace->EnableTexture (aTextureBack);
+    if (anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_HOLLOW
+     && anAspectFace->Aspect()->EdgeLineType()  == Aspect_TOL_SOLID)
+    {
+      aCtx->SetPolygonMode (GL_FILL);
+    }
+    else
+    {
+      drawEdges (theWorkspace);
+    }
   }
-  else
+#endif
+}
+
+// =======================================================================
+// function : setDrawMode
+// purpose  :
+// =======================================================================
+void OpenGl_PrimitiveArray::setDrawMode (const Graphic3d_TypeOfPrimitiveArray theType)
+{
+  if (myAttribs.IsNull())
   {
-    if (anAspectFace->Edge()
-     || anAspectFace->InteriorStyle() == Aspect_IS_HIDDENLINE)
+    myDrawMode = DRAW_MODE_NONE;
+    myIsFillType = false;
+    return;
+  }
+
+  switch (theType)
+  {
+    case Graphic3d_TOPA_POINTS:
+      myDrawMode   = GL_POINTS;
+      myIsFillType = false;
+      break;
+    case Graphic3d_TOPA_SEGMENTS:
+      myDrawMode   = GL_LINES;
+      myIsFillType = false;
+      break;
+    case Graphic3d_TOPA_POLYLINES:
+      myDrawMode   = GL_LINE_STRIP;
+      myIsFillType = false;
+      break;
+    case Graphic3d_TOPA_TRIANGLES:
+      myDrawMode   = GL_TRIANGLES;
+      myIsFillType = true;
+      break;
+    case Graphic3d_TOPA_TRIANGLESTRIPS:
+      myDrawMode   = GL_TRIANGLE_STRIP;
+      myIsFillType = true;
+      break;
+    case Graphic3d_TOPA_TRIANGLEFANS:
+      myDrawMode   = GL_TRIANGLE_FAN;
+      myIsFillType = true;
+      break;
+    //
+    case Graphic3d_TOPA_LINES_ADJACENCY:
+      myDrawMode = GL_LINES_ADJACENCY;
+      myIsFillType = false;
+      break;
+    case Graphic3d_TOPA_LINE_STRIP_ADJACENCY:
+      myDrawMode   = GL_LINE_STRIP_ADJACENCY;
+      myIsFillType = false;
+      break;
+    case Graphic3d_TOPA_TRIANGLES_ADJACENCY:
+      myDrawMode   = GL_TRIANGLES_ADJACENCY;
+      myIsFillType = true;
+      break;
+    case Graphic3d_TOPA_TRIANGLE_STRIP_ADJACENCY:
+      myDrawMode   = GL_TRIANGLE_STRIP_ADJACENCY;
+      myIsFillType = true;
+      break;
+    //
+  #if !defined(GL_ES_VERSION_2_0)
+    case Graphic3d_TOPA_QUADRANGLES:
+      myDrawMode   = GL_QUADS;
+      myIsFillType = true;
+      break;
+    case Graphic3d_TOPA_QUADRANGLESTRIPS:
+      myDrawMode   = GL_QUAD_STRIP;
+      myIsFillType = true;
+      break;
+    case Graphic3d_TOPA_POLYGONS:
+      myDrawMode   = GL_POLYGON;
+      myIsFillType = true;
+      break;
+  #else
+    case Graphic3d_TOPA_QUADRANGLES:
+    case Graphic3d_TOPA_QUADRANGLESTRIPS:
+    case Graphic3d_TOPA_POLYGONS:
+  #endif
+    case Graphic3d_TOPA_UNDEFINED:
+      myDrawMode   = DRAW_MODE_NONE;
+      myIsFillType = false;
+      break;
+  }
+}
+
+// =======================================================================
+// function : processIndices
+// purpose  :
+// =======================================================================
+Standard_Boolean OpenGl_PrimitiveArray::processIndices (const Handle(OpenGl_Context)& theContext) const
+{
+  if (myIndices.IsNull()
+   || myAttribs.IsNull()
+   || theContext->hasUintIndex)
+  {
+    return Standard_True;
+  }
+
+  if (myAttribs->NbElements > std::numeric_limits<GLushort>::max())
+  {
+    Handle(Graphic3d_Buffer) anAttribs = new Graphic3d_Buffer (new NCollection_AlignedAllocator (16));
+    if (!anAttribs->Init (myIndices->NbElements, myAttribs->AttributesArray(), myAttribs->NbAttributes))
     {
-      drawEdges (anEdgeColor, theWorkspace);
+      return Standard_False; // failed to initialize attribute array
     }
+
+    for (Standard_Integer anIdxIdx = 0; anIdxIdx < myIndices->NbElements; ++anIdxIdx)
+    {
+      const Standard_Integer anIndex = myIndices->Index (anIdxIdx);
+      memcpy (anAttribs->ChangeData() + myAttribs->Stride * anIdxIdx,
+              myAttribs->Data()       + myAttribs->Stride * anIndex,
+              myAttribs->Stride);
+    }
+
+    myIndices.Nullify();
+    myAttribs = anAttribs;
   }
 
-  aCtx->BindProgram (NULL);
+  return Standard_True;
+}
+
+// =======================================================================
+// function : InitBuffers
+// purpose  :
+// =======================================================================
+void OpenGl_PrimitiveArray::InitBuffers (const Handle(OpenGl_Context)&        theContext,
+                                         const Graphic3d_TypeOfPrimitiveArray theType,
+                                         const Handle(Graphic3d_IndexBuffer)& theIndices,
+                                         const Handle(Graphic3d_Buffer)&      theAttribs,
+                                         const Handle(Graphic3d_BoundBuffer)& theBounds)
+{
+  // Release old graphic resources
+  Release (theContext.get());
+
+  myIndices = theIndices;
+  myAttribs = theAttribs;
+  myBounds = theBounds;
+#if defined(GL_ES_VERSION_2_0)
+  processIndices (theContext);
+#endif
+
+  setDrawMode (theType);
 }