void GLProgramState::apply(const Mat4& modelView)
{
    applyGLProgram(modelView);

    applyAttributes();

    applyUniforms();
}
Beispiel #2
0
void Pass::bind(const Mat4& modelView, bool bindAttributes)
{

    // vertex attribs
    if (bindAttributes && _vertexAttribBinding)
        _vertexAttribBinding->bind();

    auto glprogramstate = _glProgramState ? _glProgramState : getTarget()->getGLProgramState();

    glprogramstate->applyGLProgram(modelView);
    glprogramstate->applyUniforms();

    //set render state
    RenderState::bind(this);

}