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