// NewChunkedRenderable instantiates a Renderable for the given verticies of the normal Vertex Type.
NewChunkedRenderable instantiates a Renderable for the given verticies of the normal Vertex Type.
// NewChunkedRenderable instantiates a Renderable for the given verticies of the normal Vertex Type .
func NewChunkedRenderable(verticies []Vertex, portions []RenderablePortion) *VAORenderable {
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)
	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(verticies)*8*4, gl.Ptr(verticies), gl.STATIC_DRAW)
	BindVertexAttributes(Renderer.colorShader.Program())
	gl.BindVertexArray(0)
	return &VAORenderable{
		vao:         vao,
		vbo:         vbo,
		Position:    mgl32.Vec3{},
		Rotation:    mgl32.Ident4(),
		Scale:       mgl32.Ident4(),
		renderStyle: gl.TRIANGLES,
		portions:    portions,
	}
}
func NewChunkedRenderable ( verticies [ ] Vertex , portions [ ] RenderablePortion ) * VAORenderable { var vao uint32 gl . GenVertexArrays ( 1 , & vao ) gl . BindVertexArray ( vao ) var vbo uint32 gl . GenBuffers ( 1 , & vbo ) gl . BindBuffer ( gl . ARRAY_BUFFER , vbo ) gl . BufferData ( gl . ARRAY_BUFFER , len ( verticies ) * 8 * 4 , gl . Ptr ( verticies ) , gl . STATIC_DRAW ) BindVertexAttributes ( Renderer . colorShader . Program ( ) ) gl . BindVertexArray ( 0 ) return & VAORenderable { vao : vao , vbo : vbo , Position : mgl32 . Vec3 { } , Rotation : mgl32 . Ident4 ( ) , Scale : mgl32 . Ident4 ( ) , renderStyle : gl . TRIANGLES , portions : portions , } }
NewChunkedRenderable instantiates a Renderable for the given verticies of the normal Vertex Type.
NewChunkedRenderable instantiates a Renderable for the given verticies of the normal Vertex Type .