The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source. There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up. |
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| compatibility | ||
| data | ||
| dynlights | ||
| models | ||
| renderer | ||
| scene | ||
| shaders | ||
| stereo3d | ||
| system | ||
| textures | ||