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We do not need to call glVertexAttribPointer() for each frame inside cog_gl_renderer_pain(). I think we still need the calls to gl{Enable,Disable}VertexAttribArray() before and after glDrawArrays().
The rotation may change at any time during execution, so at least the second call to set the texture UV-mapping would need to be re-applied when it changes. I think we could add a helper cog_gl_renderer_set_rotation() function that takes care of it 🤔
We do not need to call
glVertexAttribPointer()
for each frame insidecog_gl_renderer_pain()
. I think we still need the calls togl{Enable,Disable}VertexAttribArray()
before and afterglDrawArrays()
.The rotation may change at any time during execution, so at least the second call to set the texture UV-mapping would need to be re-applied when it changes. I think we could add a helper
cog_gl_renderer_set_rotation()
function that takes care of it 🤔Originally posted by @aperezdc in #392 (comment)
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