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| VertexBuffer::BindToMaterialSyntaxvoid VertexBuffer::BindToMaterial(const Material *material);Each VertexBuffer must be bound to a material before use. A VertexBuffer can be only bound once to a material, after which it can only be used with compatible materials. Work in progress:Todo: in void VertexBuffer::BindToMaterial(const Material *material): The vbToVsInputMappings map can be removed by explicitly using glBindAttribLocation. Leave a Comment |