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- private void map(GL4 gl, int[] index_array, float[] vertex_array, float[] model_array, float[] joint_array, float[] inv_bind_array)
- {
- m_ibo.bind(gl);
- m_ibo.map(gl, index_array);
- m_vbo.bind(gl);
- m_vbo.map(gl, vertex_array);
- m_model_ubo.bind(gl, m_shader.getUniformBlockLocation("model_matrix_buff"), UniformBuffer.MODEL_INDEX, m_shader.getHandle());
- m_model_ubo.map(gl, model_array);
- m_joint_ubo.bind(gl, m_shader.getUniformBlockLocation("anim_joint_buff"), UniformBuffer.JOINT_INDEX, m_shader.getHandle());
- m_joint_ubo.map(gl, joint_array);
- m_inv_bind_ubo.bind(gl, m_shader.getUniformBlockLocation("inv_bind_buff"), UniformBuffer.INVERSE_BIND_INDEX, m_shader.getHandle());
- m_inv_bind_ubo.map(gl, inv_bind_array);
- }
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