This "type erased std::vector member" was done in the times before
growable arrays were a thing, and kind of made sense to go the extra way
to avoid a <vector> include in the header. Except that it made rather
unportable assumptions about std::vector size, which weren't correct for
example with _GLIBXX_ASSERTIONS set.
But what was *completely* unacceptable was that the vector was of one or
another type depending on the GL feature set present in the current
context. Apart from adding a lot of extra *nasty* logic to construction,
moves and destruction, this approach led to the mesh instance asking the
current context on destruction in order to know whether a destructor
should be called on std::vector<Buffer> or std::vector<AttributeLayout>.
Ugh.
Now it's a regular Array member (which isn't *that* heavy to need such
type-erased treatment, although it eventually could be), and thanks to
the AttributeLayout packing improvements in previous commits it's no
longer prohibitively wasteful to just abuse AttributeLayout instances to
store just owning Buffer instances alone -- doing so now wastes only 16
bytes per buffer, compared to 36 before. Given there's usually just one
or two vertex buffers per mesh (compared to attributes, which are
usually 4 or more), it should be fine.
The MeshGLTest::destructMovedOutInstance() test added few commits back
also no longer asserts on no GL context being present.