public void EnableAttribute(ShaderAttributeIds attribute) { m_BufferIds[(int)attribute] = GL.GenBuffer(); EnabledAttributes.Add(attribute); string debug_name = attribute.ToString(); GL.ObjectLabel(ObjectLabelIdentifier.Buffer, m_BufferIds[(int)attribute], debug_name.Length, debug_name); }
public bool AttributeIsEnabled(ShaderAttributeIds attribute) { return(EnabledAttributes.Contains(attribute)); }