14#ifndef vtkOpenGLVertexArrayObject_h
15#define vtkOpenGLVertexArrayObject_h
18#include "vtkRenderingOpenGL2Module.h"
52 const std::string& name,
int offset,
size_t stride,
int elementType,
int elementTupleSize,
55 return this->AddAttributeArrayWithDivisor(
56 program, buffer, name, offset, stride, elementType, elementTupleSize, normalize, 0,
false);
60 const std::string& name,
int offset,
bool normalize);
63 const std::string& name,
int offset,
size_t stride,
int elementType,
int elementTupleSize,
64 bool normalize,
int divisor,
bool isMatrix);
67 const std::string& name,
int offset,
size_t stride,
int elementType,
int elementTupleSize,
68 bool normalize,
int divisor,
int tupleOffset);
a simple class to control print indentation
abstract base class for most VTK objects
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 ShaderProgramChanged()
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)
void ReleaseGraphicsResources()
bool AddAttributeArray(vtkShaderProgram *program, vtkOpenGLVertexBufferObject *buffer, const std::string &name, int offset, bool normalize)
~vtkOpenGLVertexArrayObject() override
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
static vtkOpenGLVertexArrayObject * New()
bool AddAttributeArray(vtkShaderProgram *program, vtkOpenGLBufferObject *buffer, const std::string &name, int offset, size_t stride, int elementType, int elementTupleSize, bool normalize)
vtkOpenGLVertexArrayObject()
bool RemoveAttributeArray(const std::string &name)
void SetForceEmulation(bool val)
The ShaderProgram uses one or more Shader objects.