public void display(GL3 gl) { model.bindBuffer(gl); // TODO separate shader uniforms for (Map.Entry<String, Object> entry : model.getShaderUniforms().entrySet()) { shader.setUniform(gl, entry.getKey(), entry.getValue()); } // draw the triangles gl.glDrawElements(GL3.GL_TRIANGLES, model.getIndexCount(), GL3.GL_UNSIGNED_INT, 0); model.unbindBuffer(gl); }
public void dispose(GL3 gl) { shader.destroy(gl); }