void end() { disableAttributeArray(vCoord); disableAttributeArray(vPosition); if (m_hasColor) disableAttributeArray(vColor); release(); }
/*! \brief Disable all active vertex attribute arrays. */ inline void cleanupAttributeArrays() { resetInstanceTransform(); for (GLuint i(0); i < _vertexAttributeState.size(); ++i) { disableAttributeArray(i); detail::errorCheck(); } }
/** * Disables all enabled attribute arrays. */ void GLESRenderer::disableAttributeArrays() { for(int i = 0; i < activeAttributeLocations.size(); i++) disableAttributeArray(activeAttributeLocations[i]); activeAttributeLocations.clear(); }
void GLImageShader2D::disableTexCoords() { disableAttributeArray(attr_texcoords); }
void GLLineShader2D::disableColour() { disableAttributeArray(attr_colour); }
void GLLineShader2D::disableCoords() { disableAttributeArray(attr_coords); }