Rebind everything to the current state. You should never need to call this, unless you're manipulating `.gl()` directly
(&self)
| 247 | /// |
| 248 | /// You should never need to call this, unless you're manipulating `.gl()` directly |
| 249 | pub fn rebind(&self) { |
| 250 | unsafe { |
| 251 | self.state.gl.bind_vertex_array(Some(self.state.vao)); |
| 252 | } |
| 253 | self.bind_vertex_buffer(self.state.current_vertex_buffer.take()); |
| 254 | self.bind_index_buffer(self.state.current_index_buffer.take()); |
| 255 | self.bind_shader(self.state.current_shader.take()); |
| 256 | self.bind_texture(self.state.current_texture.take()); |
| 257 | self.bind_canvas(self.state.current_canvas.take()); |
| 258 | } |
| 259 | } |
| 260 | |
| 261 | pub trait Target { |
nothing calls this directly
no test coverage detected