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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
- ///
- /// @param[in] program_shader id of shader program
- /// @param[in] name name of attribute in vertex shader
- /// @param[in] bufferID id of buffer to bind to
- /// @param[in] M #V by dim matrix of per-vertex data
- /// @param[in] refresh whether to actually call glBufferData or just bind the buffer
- /// @return id of named attribute in shader
- template <typename Scalar, int RowsAtCompileTime, int ColsAtCompileTime>
- IGL_INLINE GLint bind_vertex_attrib_array(
- const GLuint program_shader,
- const std::string &name,
- GLuint bufferID,
- const Eigen::Matrix<Scalar,RowsAtCompileTime,ColsAtCompileTime,Eigen::RowMajor> &M,
- const bool refresh);
- }
- }
- #ifndef IGL_STATIC_LIBRARY
- #include "bind_vertex_attrib_array.cpp"
- #endif
- #endif
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