Closed raedatoui closed 7 years ago
Why does gl.GetAttribLocation return an int32 for an attribute's location but gl.EnableVertexAttribArray and gl.VertexAttribPointer expect uint32?
gl.GetAttribLocation
gl.EnableVertexAttribArray
gl.VertexAttribPointer
That's how it is in the OpenGL specification:
glGetAttribLocation - returns GLint. glEnableVertexAttribArray - takes GLuint. glVertexAttribPointer - takes GLuint.
glGetAttribLocation
GLint
glEnableVertexAttribArray
GLuint
glVertexAttribPointer
Why does
gl.GetAttribLocation
return an int32 for an attribute's location butgl.EnableVertexAttribArray
andgl.VertexAttribPointer
expect uint32?