@Override public void activate(int fbufWidth, int fbufHeight) { prog.bind(); uScreenSize.bind(fbufWidth, fbufHeight); // certain graphics cards (I'm looking at you, Intel) exhibit broken behavior if we bind our // attributes once during activation, so for those cards we bind every time in flush() if (!delayedBinding) bindAttribsBufs(); ctx.checkGLError("Shader.activate bind"); }
@Override public void activate(int fbufWidth, int fbufHeight) { prog.bind(); uScreenSize.bind(fbufWidth/2f, fbufHeight/2f); vertices.bind(GL20.GL_ARRAY_BUFFER); aVertex.bind(0, 0); elements.bind(GL20.GL_ELEMENT_ARRAY_BUFFER); }