func (buffer *LightBuffer) SetNbLights(nbLights uint32) { if nbLights > nbLightsMax { panic("too many lights") } buffer.data.nbLights = gl.GLuint(nbLights) buffer.bufferdataClean = false }
func (bank *TextureBank) Enter() { for key, value := range bank.Samplers { value.Parameters(&bank.SamplerParameters[key]) } for key, value := range bank.Units { gl.ActiveTexture(gl.TEXTURE0 + gl.GLenum(key)) value.Texture.Bind(value.Target) value.Sampler.Bind(gl.GLuint(key)) } }