14 #ifndef vtkOpenGLVertexArrayObject_h
15 #define vtkOpenGLVertexArrayObject_h
17 #include "vtkRenderingOpenGL2Module.h"
46 void ReleaseGraphicsResources();
48 void ShaderProgramChanged();
52 const std::
string &
name,
int offset,
size_t stride,
53 int elementType,
int elementTupleSize,
bool normalize)
55 return this->AddAttributeArrayWithDivisor(program, buffer,
name,
56 offset,stride,elementType, elementTupleSize, normalize, 0,
false);
62 int elementType,
int elementTupleSize,
bool normalize,
63 int divisor,
bool isMatrix);
68 int elementType,
int elementTupleSize,
bool normalize,
a simple class to control print indentation
abstract base class for most VTK objects
The VertexArrayObject class uses, or emulates, vertex array objects.
bool AddAttributeArrayWithDivisor(vtkShaderProgram *program, vtkOpenGLBufferObject *buffer, const std::string &name, int offset, size_t stride, int elementType, int elementTupleSize, bool normalize, int divisor, bool isMatrix)
~vtkOpenGLVertexArrayObject()
vtkOpenGLVertexArrayObject()
static vtkOpenGLVertexArrayObject * New()
bool RemoveAttributeArray(const std::string &name)
bool AddAttributeMatrixWithDivisor(vtkShaderProgram *program, vtkOpenGLBufferObject *buffer, const std::string &name, int offset, size_t stride, int elementType, int elementTupleSize, bool normalize, int divisor)
void SetForceEmulation(bool val)
The ShaderProgram uses one or more Shader objects.