vao构造无需再传入属性个数
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@ -68,10 +68,10 @@ void InitVertexBuffer()
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vb_vertex=CreateVBO(VB2f(3,vertex_data));
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vb_color=CreateVBO(VB3f(3,color_data));
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va=new VertexArray(2); //两个属性
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va=new VertexArray(); ///<创建VAO
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const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点数据输入流对应的shader地址
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const int color_location=shader.GetAttribLocation("Color"); ///<取得颜色数据输入流对应的shader地址
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const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点数据输入流对应的shader地址
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const int color_location=shader.GetAttribLocation("Color"); ///<取得颜色数据输入流对应的shader地址
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va->SetPosition(vertex_location,vb_vertex);
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va->AddBuffer(color_location,vb_color);
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@ -26,7 +26,7 @@ namespace hgl
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public:
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VertexArray(GLint max_vertex_attrib);
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VertexArray();
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~VertexArray();
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static int GetMaxVertexAttrib();
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@ -18,12 +18,9 @@ namespace hgl
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return HGL_MAX_VERTEX_ATTRIBS;
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}
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VertexArray::VertexArray(GLint max_vertex_attrib)
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VertexArray::VertexArray()
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{
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if(max_vertex_attrib>GetMaxVertexAttrib())
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max_vertex_attrib=HGL_MAX_VERTEX_ATTRIBS;
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vbo_list.PreMalloc(max_vertex_attrib);
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vbo_list.PreMalloc(HGL_MAX_VERTEX_ATTRIBS);
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element_buffer=nullptr;
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