public static OGLBufferId[] CreateBufferIds(OpenGL gl, int amount) { uint[] ids = new uint[amount]; OGLBufferId[] bIds = new OGLBufferId[amount]; gl.GenBuffers(amount, ids); for (int i = 0; i < amount; i++) { bIds[i] = new OGLBufferId(ids[i]); } return bIds; }
public static OGLBufferId[] CreateBufferIds(OpenGL gl, int amount) { uint[] ids = new uint[amount]; OGLBufferId[] bIds = new OGLBufferId[amount]; gl.GenBuffers(amount, ids); for (int i = 0; i < amount; i++) { bIds[i] = new OGLBufferId(ids[i]); } return(bIds); }
public VBO(OGLBufferId bufferId) : base(bufferId) { }
/// <summary> /// /// </summary> /// <param name="buffer"></param> /// <param name="pointer">Usually used to provide information about how the shader accepts this buffer as input parameter. </param> public OGLBufferObject(OGLBufferId buffer, VertexAttribPointer pointer = null) { BufferId = buffer; VertexAttribPointer = pointer; }
public IBO(OGLBufferId bufferId) : base(bufferId) { }