public static int BindRenderableModel(RenderableModel model) { int vaoID = CreateVAO(); BindIndiciesBuffer(model.Indicies.ToArray()); StoreVector3DataInAttributeList(0, 3, model.Verticies.ToArray()); UnbindVAO(); return(vaoID); }
public void RenderRenderableModel(RenderableModel model, Matrix4 vpmatrix) { var shader = ShaderManager.GetShader(model.ShaderName); shader.Start(); shader.LoadModelViewMatrix(vpmatrix); GL.BindVertexArray(model.VaoID); GL.EnableVertexArrayAttrib(model.VaoID, 0); GL.DrawElements(PrimitiveType.Triangles, model.Indicies.Count, DrawElementsType.UnsignedInt, 0); GL.DisableVertexArrayAttrib(model.VaoID, 0); GL.BindVertexArray(0); shader.Stop(); }