public void PushUniform(GLShaderUniformDeclaration uniform) { uint offset = 0; if (uniforms.Count != 0) { GLShaderUniformDeclaration previous = (GLShaderUniformDeclaration)uniforms.Last(); offset = previous.GetOffset() + previous.GetSize(); } uniform.SetOffset(offset); size += uniform.GetSize(); uniforms.Add(uniform); }
public void ResolveAndSetUniformField(GLShaderUniformDeclaration field, byte[] data, int offset) { }