public override void LoadData(uint[] indices) { Bind(); GL.bufferData(ELEMENT_ARRAY_BUFFER, new Uint32Array(indices), BufferUsage.ToWebGL2()); IndexType = IndexType.UnsignedInt; Count = indices.Length; }
public override void LoadData <T>(T[] data, VertexFormat vertexFormat) // where T : struct // TODO - add this back in .NET Core 3.0 { Bind(); GL.bufferData(ARRAY_BUFFER, ConvertVertices(data, vertexFormat), BufferUsage.ToWebGL2()); }
public override void LoadData(ArrayBuffer data) { Bind(); GL.bufferData(ARRAY_BUFFER, data, BufferUsage.ToWebGL2()); }
public override void LoadData(byte[] data) { Bind(); GL.bufferData(ARRAY_BUFFER, new Uint8Array(data), BufferUsage.ToWebGL2()); }