internal void AddVetexBuffer(VertexBuffer vertexBuffer) { Bind(); vertexBuffer.Bind(); vertexBufferIndex = 0; int stride = VertexBuffer.CalculateStride(vertexBuffer.Layout); int offset = 0; foreach (var element in vertexBuffer.Layout) { GL.EnableVertexArrayAttrib(_id, vertexBufferIndex); GL.VertexAttribPointer(vertexBufferIndex, element.Value, VertexAttribPointerType.Float, false, stride, offset * sizeof(float) ); offset += element.Value; vertexBufferIndex++; } }