const VertexArray = @This(); const c = @import("c.zig"); id: c.GLuint, /// Create a single vertex array object. pub inline fn create() !VertexArray { var vao: c.GLuint = undefined; c.glGenVertexArrays(1, &vao); return VertexArray{ .id = vao }; } // Unbind any active vertex array. pub inline fn unbind() !void { c.glBindVertexArray(0); } /// glBindVertexArray pub inline fn bind(v: VertexArray) !void { c.glBindVertexArray(v.id); } pub inline fn destroy(v: VertexArray) void { c.glDeleteVertexArrays(1, &v.id); }