public void EnableAttribI( VboPosition id, int attribArrayIdx = -1, VertexAttribIntegerType type = VertexAttribIntegerType.Int, int stride = 0, int offset = 0) { if (attribArrayIdx < 0) { attribArrayIdx = (int)id; } VboBase vboBase = this[id]; GL.BindVertexArray(Handle); vboBase.Bind(); GL.EnableVertexAttribArray(attribArrayIdx); GL.VertexAttribIPointer(attribArrayIdx, vboBase.ElementSize, type, stride, new IntPtr(offset)); //GL.BindVertexArray(0); //VboBase.Unbind(); }
public void EnableAttrib( VboPosition id, int attribArrayIdx = -1, VertexAttribPointerType type = VertexAttribPointerType.Float, bool normalized = false, int stride = 0, int offset = 0) { if (attribArrayIdx < 0) { attribArrayIdx = (int)id; } VboBase vboBase = this[id]; GL.BindVertexArray(Handle); vboBase.Bind(); GL.EnableVertexAttribArray(attribArrayIdx); GL.VertexAttribPointer(attribArrayIdx, vboBase.ElementSize, type, normalized, stride, offset); //GL.BindVertexArray(0); //VboBase.Unbind(); }