#include "VAO.h" VAO::VAO() { } void VAO::LinkVBO(VBO& vbo, GLuint layout, GLuint numComponents, GLenum type, GLsizeiptr stride, void* offset) { vbo.Bind(); glEnableVertexAttribArray(layout); glVertexAttribPointer(layout, numComponents, type, GL_FALSE, stride, offset); vbo.Unbind(); } void VAO::Bind() { glBindVertexArray(ID); } void VAO::Unbind() { glBindVertexArray(0); } void VAO::Delete() { glDeleteVertexArrays(1, &ID); ID = 0; }