starting compute shader for tetrahedron intersections
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@@ -2,25 +2,26 @@
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namespace Platformer.Util
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{
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public class VertexArray : GlObj
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{
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public VertexArray() : base(GL.GenVertexArray())
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{
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}
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public class VertexArray : GlObj
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{
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public VertexArray() : base(GL.GenVertexArray())
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{
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}
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public void VertexPointer(Buffer buffer, int index, int size,
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VertexAttribPointerType type = VertexAttribPointerType.Float,
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bool normalized = false, int stride = 0, int offset = 0)
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{
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GL.BindVertexArray(this);
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GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
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GL.VertexAttribPointer(index, size, type, normalized, stride, offset);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.EnableVertexArrayAttrib(this, index);
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GL.BindVertexArray(0);
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}
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}
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public void VertexPointer<T>(Buffer<T> buffer, int index, int size,
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VertexAttribPointerType type = VertexAttribPointerType.Float,
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bool normalized = false, int stride = 0, int offset = 0)
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where T : struct
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{
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GL.BindVertexArray(this);
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GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
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GL.VertexAttribPointer(index, size, type, normalized, stride, offset);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.EnableVertexArrayAttrib(this, index);
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GL.BindVertexArray(0);
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}
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}
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}
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