// Draw draws the Sprite object. func (sprite *Sprite) Draw(frame int) error { gl.BindBuffer(gl.ARRAY_BUFFER, sprite.shape.vertexBuffer) gl.VertexAttribPointer(gl.Uint(0), 2, gl.FLOAT, gl.FALSE, 0, gl.Offset(nil, 0)) gl.BindAttribLocation(paunchEffect.program, gl.Uint(0), gl.GLString("position")) gl.BindBuffer(gl.ARRAY_BUFFER, 0) if sprite.texcoordBuffer != 0 { gl.ActiveTexture(gl.TEXTURE0) gl.BindBuffer(gl.ARRAY_BUFFER, sprite.texcoordBuffer) gl.VertexAttribPointer(gl.Uint(1), 2, gl.FLOAT, gl.FALSE, 0, gl.Offset(nil, 0)) gl.BindAttribLocation(paunchEffect.program, gl.Uint(0), gl.GLString("texcoord")) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindTexture(gl.TEXTURE_2D, sprite.texture[frame]) gl.EnableVertexAttribArray(gl.Uint(1)) } gl.EnableVertexAttribArray(gl.Uint(0)) gl.DrawArrays(gl.TRIANGLES, 0, gl.Sizei(sprite.shape.size)) gl.DisableVertexAttribArray(gl.Uint(0)) gl.DisableVertexAttribArray(gl.Uint(1)) gl.BindTexture(gl.TEXTURE_2D, 0) return checkForErrors() }
// Draw draws the Shape object. func (shape *Shape) Draw() error { gl.BindBuffer(gl.ARRAY_BUFFER, shape.vertexBuffer) vertexAttribLoc := gl.GetAttribLocation(paunchEffect.program, gl.GLString("position")) gl.VertexAttribPointer(gl.Uint(vertexAttribLoc), 2, gl.FLOAT, gl.FALSE, 0, gl.Offset(nil, 0)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.EnableVertexAttribArray(gl.Uint(vertexAttribLoc)) gl.DrawArrays(shape.mode, 0, gl.Sizei(shape.size/2)) gl.DisableVertexAttribArray(gl.Uint(vertexAttribLoc)) //gl.DisableVertexAttribArray(gl.Uint(1)) //gl.BindTexture(gl.TEXTURE_2D, 0) return checkForErrors() }