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Refactor folder (#10475)
Move many third-party components' source codes from the src folder to a new folder called deps_src. The goal is to make the code structure clearer and easier to navigate.
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32
deps_src/libigl/igl/opengl/bind_vertex_attrib_array.h
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32
deps_src/libigl/igl/opengl/bind_vertex_attrib_array.h
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#ifndef IGL_OPENGL_BIND_VERTEX_ATTRIB_ARRAY_H
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#define IGL_OPENGL_BIND_VERTEX_ATTRIB_ARRAY_H
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#include "gl.h"
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#include "../igl_inline.h"
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#include <Eigen/Core>
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#include <string>
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namespace igl
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{
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namespace opengl
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{
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// Bind a per-vertex array attribute and refresh its contents from an Eigen
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// matrix
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//
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// Inputs:
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// program_shader id of shader program
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// name name of attribute in vertex shader
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// bufferID id of buffer to bind to
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// M #V by dim matrix of per-vertex data
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// refresh whether to actually call glBufferData or just bind the buffer
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// Returns id of named attribute in shader
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IGL_INLINE GLint bind_vertex_attrib_array(
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const GLuint program_shader,
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const std::string &name,
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GLuint bufferID,
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const Eigen::Matrix<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> &M,
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bool refresh);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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#include "bind_vertex_attrib_array.cpp"
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#endif
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#endif
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