public static void Render(GLBuffer <Vertex> vertexBuffer, PrimitiveType vertexFormat = PrimitiveType.Quads) { vertexBuffer.Bind(); //Input vertex positions GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0); //Draw array GL.DrawArrays(vertexFormat, 0, vertexBuffer.Count); }
public static void Render(GLBuffer <Vertex> vertexBuffer, GLBuffer <uint> indexBuffer, Shader shader, PrimitiveType vertexFormat = PrimitiveType.Quads) { vertexBuffer.Bind(); indexBuffer.Bind(); //Input vertex positions GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0); //Input texture positions positions GL.EnableVertexAttribArray(1); GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, Vector2.SizeInBytes); //Draw array GL.DrawElements(vertexFormat, indexBuffer.Count, DrawElementsType.UnsignedInt, 0); }