internal VertexArrayLock(VertexArray array) { this.context = Context.Lock(); this.array = array; GL.GetInteger(GetPName.VertexArrayBinding, out was); GL.BindVertexArray(array.Id); }
internal ProgramBinding(Program program) { contextLock = Context.Lock(); GL.UseProgram(program.Id); Context.CheckError(); }
public BufferLock(BaseBuffer buffer, BufferTarget?target = null) { sharedLock = Context.Lock(); GL.BindBuffer(target.GetValueOrDefault(buffer.Target), buffer.Id); }