func (me *RenderTechniqueQuad) render() { me.glVao.Bind() thrRend.nextTech, thrRend.nextEffect = me, &me.Effect Core.useTechFx() ugl.Cache.BindTextureTo(0, thrRend.quadTex, gl.TEXTURE_2D) gl.DrawArrays(gl.TRIANGLES, 0, 3) me.glVao.Unbind() }
func renderGeometry(mesh *geometry) { gl.BindVertexArray(mesh.glVao) gl.DrawArrays(mesh.glMode, 0, mesh.glNumVerts) gl.BindVertexArray(0) }