public void Use() { Ebo.Bind(); Vbo.Bind(); Vao.Bind(); associatedShader.Use(); }
public VertexArrayObject(GL gl, BufferObject <TVertexType> vbo, BufferObject <TIndexType> ebo) { //Saving the GL instance. _gl = gl; //Setting out handle and binding the VBO and EBO to this VAO. _handle = _gl.GenVertexArray(); Bind(); vbo.Bind(); ebo.Bind(); }