private void EnableAttributes(VertexAttributeSet attrs) { foreach (var attr in attrs) { attr.Load(); } }
private void EnableAttributes(VertexAttributeSet attrs, IEnumerable <int> indices) { foreach (var attr in attrs) { attr.Load(); } foreach (int i in indices) { GL.EnableVertexAttribArray(i); } }
public Sprite(Texture tex, IBindableVertexBuffer buffer, int bufferInd, int depth = 0) : base( tex, PrimitiveType.Quads, new AttributedVertexBuffer(buffer, VertexAttributeSet.FromType <TexturedVertex2>()), VertexIndices.FromRange(bufferInd, 4), null, depth) { index = bufferInd; }
public SpriteLoader(BufferUsageHint hint, IBindableVertexBuffer buffer) : base(hint, new AttributedVertexBuffer(buffer, VertexAttributeSet.FromType <TexturedVertex2>())) { }
public void WithAttributes(VertexAttributeSet attrs, IEnumerable <int> indices, Action inner) { EnableAttributes(attrs, indices); try { inner(); } finally { DisableAttributes(indices); } }
public void WithAttributes(VertexAttributeSet attrs, Action inner) { EnableAttributes(attrs); try { inner(); } finally { DisableAttributes(attrs.Indices); } }
public AttributedVertexBuffer(IBindableVertexBuffer buffer, VertexAttributeSet attributes) { VBuffer = buffer; VertexAttributes = attributes; }