Files
OrcaSlicer-bambulab/src/libigl/igl/opengl/bind_vertex_attrib_array.h
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
2019-06-19 14:52:55 +02:00

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974 B
C++

#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
//
// Inputs:
// program_shader id of shader program
// name name of attribute in vertex shader
// bufferID id of buffer to bind to
// M #V by dim matrix of per-vertex data
// refresh whether to actually call glBufferData or just bind the buffer
// Returns id of named attribute in shader
IGL_INLINE GLint bind_vertex_attrib_array(
const GLuint program_shader,
const std::string &name,
GLuint bufferID,
const Eigen::Matrix<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> &M,
bool refresh);
}
}
#ifndef IGL_STATIC_LIBRARY
#include "bind_vertex_attrib_array.cpp"
#endif
#endif