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- #ifndef IGL_OPENGL_BIND_VERTEX_ATTRIB_ARRAY_H
- #define IGL_OPENGL_BIND_VERTEX_ATTRIB_ARRAY_H
- #include "gl.h"
- #include "../igl_inline.h"
- #include <Eigen/Core>
- #include <string>
- namespace igl
- {
- namespace opengl
- {
- // Bind a per-vertex array attribute and refresh its contents from an Eigen
- // matrix
- //
- // Inputs:
- // program_shader id of shader program
- // name name of attribute in vertex shader
- // bufferID id of buffer to bind to
- // M #V by dim matrix of per-vertex data
- // refresh whether to actually call glBufferData or just bind the buffer
- // Returns id of named attribute in shader
- IGL_INLINE GLint bind_vertex_attrib_array(
- const GLuint program_shader,
- const std::string &name,
- GLuint bufferID,
- const Eigen::Matrix<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> &M,
- bool refresh);
- }
- }
- #ifndef IGL_STATIC_LIBRARY
- #include "bind_vertex_attrib_array.cpp"
- #endif
- #endif
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