public static void LoadVertexPositions(int shaderProgramHandle, Vector3[] positionVboData) { int positionVboHandle; GL.GenBuffers(1, out positionVboHandle); GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle); GL.BufferData <Vector3>(BufferTarget.ArrayBuffer, new IntPtr(positionVboData.Length * Vector3.SizeInBytes), positionVboData, BufferUsageHint.StaticDraw); GL.EnableVertexAttribArray(0); GL.BindAttribLocation(shaderProgramHandle, 0, "inPosition"); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0); }
public void BindAttribLocation(GLProgramHandle handle, int index, string name) { GL.BindAttribLocation((int)handle, index, name); }
protected void bindAttributes(int attrib, string variable) { GL.BindAttribLocation(ProgramID, attrib, variable); }
public void BindAttribLocation(GLProgramHandle program, int index, string name) { MacGL.BindAttribLocation((int)program, index, name); }