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14 #ifndef vtkOpenGLVertexArrayObject_h
15 #define vtkOpenGLVertexArrayObject_h
17 #include "vtkRenderingOpenGL2Module.h"
41 void PrintSelf(ostream& os,
vtkIndent indent) override;
47 void ReleaseGraphicsResources();
49 void ShaderProgramChanged();
53 const std::
string &
name,
int offset,
size_t stride,
54 int elementType,
int elementTupleSize,
bool normalize)
56 return this->AddAttributeArrayWithDivisor(program, buffer,
name,
57 offset,stride,elementType, elementTupleSize, normalize, 0,
false);
67 int elementType,
int elementTupleSize,
bool normalize,
68 int divisor,
bool isMatrix);
73 int elementType,
int elementTupleSize,
bool normalize,
74 int divisor,
int tupleOffset);
95 #endif // vtkOpenGLVertexArrayObject_h
static vtkOpenGLVertexArrayObject * New()
abstract base class for most VTK objects
~vtkOpenGLVertexArrayObject() override
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
vtkOpenGLVertexArrayObject()
bool AddAttributeMatrixWithDivisor(vtkShaderProgram *program, vtkOpenGLBufferObject *buffer, const std::string &name, int offset, size_t stride, int elementType, int elementTupleSize, bool normalize, int divisor, int tupleOffset)
bool RemoveAttributeArray(const std::string &name)
bool AddAttributeArray(vtkShaderProgram *program, vtkOpenGLVertexBufferObject *buffer, const std::string &name, int offset, bool normalize)
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)
void SetForceEmulation(bool val)