GL BindBufferRange is a function used in OpenGL graphics programming in the C# programming language. It allows a program to bind a buffer object to a specific range of memory in the graphics system. This function also allows for more efficient data transfer between the program and the graphics system by specifying the data range that needs to be transferred.
Here are some examples of using GL BindBufferRange in C#:
In this example, a Vertex Buffer Object (VBO) is created and data is stored in it with the GL BufferData function. The GL BindBufferRange function is then called to specify that this buffer should be used as a vertex buffer and bound to a range of memory at offset 0, with a range size equal to the size of the buffer data.
In this example, a Uniform Buffer Object (UBO) is created and data is not stored. The GL BindBufferRange function is called to specify that the buffer should be used for uniform variable data and bound to a range of memory at offset 0, with a range size of 16 floats. The GL GetUniformBlockIndex function is called to retrieve the index of a uniform block named "MVP" in a shader program. Finally, GL UniformBlockBinding is called to bind the uniform block to the buffer object.
These examples use the OpenTK package library which provides .NET bindings for OpenGL, OpenAL, and OpenCL.
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