public void Revert() { if (GLStateManager.BoundShaderProgram == this) { GLStateManager.RevertShaderProgram(); } else { throw new InvalidOperationException("Attempted to revert to previous shader using shader that is not in use"); } }
public void Unbind() { if (GLStateManager.BoundElementBuffer == this) { GLStateManager.UnbindElementBuffer(); } else { throw new InvalidOperationException("Attempted to unbind buffer that is already unbound"); } }
public void Use() { GLStateManager.UseShaderProgram(this); }
public void Bind() { GLStateManager.BindElementBuffer(this); }
public void Bind() { GLStateManager.BindVertexBuffer(this); }