void IndexedFaceSet::update_attributes(Renderable & renderable) { renderable.bind_attribute(vertices, VEC3_FLOAT, num_vertices, "vertex_position"); }
void IndexedFaceSet::bind_attributes(Renderable & renderable) { renderable.bind_attribute(vertices, VEC3_FLOAT, num_vertices, "vertex_position"); renderable.bind_indices(indices, num_indices * sizeof(int)); }