Searched refs:vaoId_ (Results 1 – 2 of 2) sorted by relevance
36 if (vaoId_) { in ~RenderMesh()37 glDeleteVertexArrays(1, &vaoId_); in ~RenderMesh()46 if (vaoId_ == 0) { in Bind()47 glGenVertexArrays(1, &vaoId_); in Bind()48 glBindVertexArray(vaoId_); in Bind()68 glBindVertexArray(vaoId_); in Bind()
38 GLuint vaoId_ = 0; variable