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February 19, 2026 20:54
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Bindless OpenGL example (not sure performance)
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| inline static overload void glsetarg(u32 id, int n, gldt type, const void *ptr, bool normalized) { | |
| glVertexAttribPointer(id, n, type, normalized, 0, ptr); | |
| }; | |
| inline static void gltex(texture tex) { | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexImage2D(gl_tex2D, 0, gl_rgba, tex.w, tex.h, 0, gl_rgba, gl_u8, &tex.img[0]); | |
| }; | |
| mesh m = obj.mesh; | |
| gluseprog(prog_diffuse.id); | |
| glEnableVertexAttribArray(prog_diffuse.vtx); | |
| glEnableVertexAttribArray(prog_diffuse.nrm); | |
| glEnableVertexAttribArray(prog_diffuse.uv); | |
| glsetarg(prog_diffuse.vtx, 3, gl_i16, m.vtx, true); | |
| glsetarg(prog_diffuse.nrm, 3, gl_i16, m.nrm, true); | |
| glsetarg(prog_diffuse.uv, 2, gl_i16, m.uv, true); | |
| glsetuni4(prog_diffuse.proj, cam.proj); | |
| glsetuni4(prog_diffuse.tf, obj.mat4); | |
| glsetuni1(prog_diffuse.amb, (float[4]){1, 1, 1, 1}); | |
| gltex(obj.tex); | |
| gldraw(gl_u16, m.len, m.idc); | |
| glDisableVertexAttribArray(prog_diffuse.vtx); | |
| glDisableVertexAttribArray(prog_diffuse.nrm); | |
| glDisableVertexAttribArray(prog_diffuse.uv); |
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