public void Apply(IVertexArrayAdapter adapter, IShaderProgram shaderProgram)
        {
            if (adapter == null)
            {
                throw new ArgumentNullException(nameof(adapter));
            }
            if (shaderProgram == null)
            {
                throw new ArgumentNullException(nameof(shaderProgram));
            }
            shaderProgram.ThrowIfDisposed();

            foreach (var element in Elements)
            {
                /* Let ShaderAttributeNotFoundException bubble up
                 * If we can't find an attribute in the shaderProgram that matches
                 * the usages defined in the given vertex declaration. */
                int location = shaderProgram.GetAttributeLocation(element.Usage);
                adapter.EnableVertexAttribArray(location);
                //TODO: cache these values
                adapter.VertexAttribPointer(
                    location,
                    element.NumberOfComponents,
                    element.PointerType,
                    element.Normalised,
                    Stride,
                    element.Offset
                );
            }
        }
 public VertexArrayObject(IVertexArrayAdapter adapter)
 {
     if (adapter == null)
     {
         throw new ArgumentNullException(nameof(adapter));
     }
     this.adapter = adapter;
     handle = adapter.GenVertexArray();
 }