public static Shader CreateShader(int shaderId,string shaderSourceCode, ShaderType type) { GL.ShaderSource(shaderId, shaderSourceCode); GL.CompileShader(shaderId); LogExtensions.LogShaderInfo(shaderId); LogShaderInfo(shaderId); return new Shader(shaderId, type); }
public void Bind() { OpenGL.BindVertexArray(this.Id); var glErrors = LogExtensions.GetGLErrors(); if (glErrors.Any()) { IsBinded = false; } else { IsBinded = true; } }