[core] Make attribute binding more similar to uniform binding

This commit is contained in:
John Firebaugh
2016-10-29 14:51:07 -07:00
parent 687ee1e1c9
commit 36210fe4e9
60 changed files with 544 additions and 524 deletions

24
src/mbgl/gl/attribute.cpp Normal file
View File

@@ -0,0 +1,24 @@
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
namespace gl {
void bindAttribute(AttributeLocation location,
std::size_t count,
DataType type,
std::size_t vertexSize,
std::size_t vertexOffset,
std::size_t attributeOffset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(location));
MBGL_CHECK_ERROR(glVertexAttribPointer(
location,
static_cast<GLint>(count),
static_cast<GLenum>(type),
GL_FALSE,
static_cast<GLsizei>(vertexSize),
reinterpret_cast<GLvoid*>(attributeOffset + (vertexSize * vertexOffset))));
}
} // namespace gl
} // namespace mbgl