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export class Mesh {
constructor(gl, dims) {
this.posbuffer = gl.createBuffer();
this.dimensions = dims;
}
add_positions(gl, positions) {
gl.bindBuffer(gl.ARRAY_BUFFER, this.posbuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
}
addattrib(gl, shader, buffer, components, type, normalized, stride, offset) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(
shader.attribs.position,
components,
type,
normalized,
stride,
offset);
gl.enableVertexAttribArray(shader.attribs.position);
}
}
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