public VertexArrayObject CreateAndSetupVertexArrayObject(VertexBufferObject<Vertex3V3N> vertexBuffer, VertexBufferObject<uint> elementBuffer) { var vertexArrayObject = _resourceFactory.CreateVertexArrayObject(); vertexArrayObject.Bind(); vertexBuffer.Bind(); elementBuffer.Bind(); var dummy = new Vertex3V3N(); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, dummy.SizeInBytes, dummy.PositionOffset); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, dummy.SizeInBytes, dummy.NormalOffset); GL.EnableVertexAttribArray(1); vertexArrayObject.Unbind(); vertexBuffer.Unbind(); elementBuffer.Unbind(); return vertexArrayObject; }
public VertexArrayObject CreateAndSetupVertexArrayObject(VertexBufferObject <Vertex3V3N> vertexBuffer, VertexBufferObject <uint> elementBuffer) { var vertexArrayObject = _resourceFactory.CreateVertexArrayObject(); vertexArrayObject.Bind(); vertexBuffer.Bind(); elementBuffer.Bind(); var dummy = new Vertex3V3N(); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, dummy.SizeInBytes, dummy.PositionOffset); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, dummy.SizeInBytes, dummy.NormalOffset); GL.EnableVertexAttribArray(1); vertexArrayObject.Unbind(); vertexBuffer.Unbind(); elementBuffer.Unbind(); return(vertexArrayObject); }
public void SetUp() { _vertex3V3N = new Vertex3V3N(); }