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stgsharp/StgSharp.Common/Graphics/OpenGL/Buffer/VAO.cs
T

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2.9 KiB
C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="VAO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class VertexArray : GlBufferObjectBase
{
internal VertexArray( int n, glRender binding )
: base( binding )
{
_bufferHandle = GL.GenVertexArrays( n );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public override sealed void Bind( int index )
{
GL.BindVertexArray( _bufferHandle[ index ] );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public static void BindNull()
{
OpenGLFunction.CurrentGL.BindVertexArray( GlHandle.Zero );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetVertexAttribute(
uint index,
int vertexLength,
TypeCode dataType,
bool isNomalized,
uint stride,
int pointer )
{
GL.SetVertexAttribute(
index, vertexLength, dataType, isNomalized, stride, pointer );
}
protected override sealed void Dispose( bool disposing )
{
if( disposing ) {
GL.DeleteVertexArrays( _bufferHandle );
}
}
}
}