/** Binds the underlying {@link VertexBufferObject} and {@link IndexBufferObject} if indices where given. Use this with OpenGL * ES 2.0 and when auto-bind is disabled. * * @param shader the shader (does not bind the shader) * @param locations array containing the attribute locations. */ public void bind (final ShaderProgram shader, final int[] locations) { vertices.bind(shader, locations); if (indices.getNumIndices() > 0) indices.bind(); }
/** Binds the underlying {@link VertexBufferObject} and {@link IndexBufferObject} if indices where given. Use this with OpenGL * ES 2.0 and when auto-bind is disabled. * * @param shader the shader (does not bind the shader) * @param locations array containing the attribute locations. */ public void bind (final ShaderProgram shader, final int[] locations) { vertices.bind(shader, locations); if (indices.getNumIndices() > 0) indices.bind(); }
/** Binds the underlying {@link VertexBufferObject} and {@link IndexBufferObject} if indices where given. Use this with OpenGL * ES 2.0 and when auto-bind is disabled. * * @param shader the shader (does not bind the shader) * @param locations array containing the attribute locations. */ public void bind (final ShaderProgram shader, final int[] locations) { vertices.bind(shader, locations); if (indices.getNumIndices() > 0) indices.bind(); }