Class VertexArray
Namespace: ValveResourceFormat.Renderer
Assembly: Renderer.dll
Binds and deletes vertex array objects. Canonical locations let any shader draw any VAO, so nothing else catches a mismatch between the two. Debug builds check it here.
csharp
public static class VertexArrayInheritance
Methods
Bind(int, Shader)
Binds a VAO to draw with a shader.
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public static void Bind(int vao, Shader shader)Parameters
vao int
shader Shader
Delete(int)
Deletes a VAO.
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public static void Delete(int vao)Parameters
vao int
SetAttribFormat(int, int, DXGI_FORMAT, int)
Sets one attribute's format, for both the handbuilt and the game mesh paths.
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public static void SetAttribFormat(int vao, int location, DXGI_FORMAT format, int offset)Parameters
vao int
location int
format DXGI_FORMAT
offset int
Validate(int, Shader)
Reports a shader and VAO that disagree about attributes. Once per shader and problem, since every mesh drawn with that shader repeats it.
csharp
[Conditional("DEBUG")]
public static void Validate(int vao, Shader shader)Parameters
vao int
shader Shader

