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graphicsdriver/opengl: Enable to compile with gldebug
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e797aed6c9
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6eb05a0203
@ -254,7 +254,7 @@ func (c *context) newProgram(shaders []shader, attributes []string) (program, er
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}
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for i, name := range attributes {
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gl.BindAttribLocation(p, mgl.Attrib{uint(i)}, name)
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gl.BindAttribLocation(p, mgl.Attrib{Value: uint(i)}, name)
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}
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gl.LinkProgram(p)
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@ -314,17 +314,17 @@ func (c *context) uniformFloats(p program, location string, v []float32) {
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func (c *context) vertexAttribPointer(p program, index int, size int, dataType dataType, stride int, offset int) {
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gl := c.gl
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gl.VertexAttribPointer(mgl.Attrib{uint(index)}, size, mgl.Enum(dataType), false, stride, offset)
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gl.VertexAttribPointer(mgl.Attrib{Value: uint(index)}, size, mgl.Enum(dataType), false, stride, offset)
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}
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func (c *context) enableVertexAttribArray(p program, index int) {
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gl := c.gl
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gl.EnableVertexAttribArray(mgl.Attrib{uint(index)})
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gl.EnableVertexAttribArray(mgl.Attrib{Value: uint(index)})
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}
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func (c *context) disableVertexAttribArray(p program, index int) {
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gl := c.gl
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gl.DisableVertexAttribArray(mgl.Attrib{uint(index)})
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gl.DisableVertexAttribArray(mgl.Attrib{Value: uint(index)})
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}
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func (c *context) newArrayBuffer(size int) buffer {
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