Bind Data Member Function

Binds the <ShaderBufferNode> to the specified rendering device information object at the specified index. Before binding, you must activate the shader buffer on the rendering device by calling the <ShaderBufferNode>::Select data interface.

Prototype

int32 Bind( RenderInfo p_oInfo, int32 p_iSlotIndex )

Parameters

Parameter Type Parameter Name Documentation
<RenderInfo>p_oInfoA pointer to a <RenderInfo> (rendering state object) associated with the Render3D object that manages the OpenGL context associated with this shader buffer.
int32p_iSlotIndexThe slot index at which you wish to bind this buffer. This must match the slot index explicitly declared in the GLSL code, or the slot index assigned by the OpenGL context. (If the slot index is not explicitly declared in the GLSL source, you can query the slot index with a <ProgramConstantInfo> object.)

Examples

Copy Text To Clipboard

None published. Please look for an example in the Scenome Scripting Language code base.