encapsulate error handling
add functions DoGLErr, DoErrGLErr and DoValGLErr to handle OpenGL errors
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@ -1,41 +0,0 @@
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package pixelgl
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import (
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/pkg/errors"
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)
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// getLastError returns (and consumes) the last error generated by OpenGL inside the current Do, DoErr or DoVal.
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// If no error has been generated, this function returns nil.
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//
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// Call this function only inside the OpenGL thread (Do, DoErr or DoVal function). It's not guaranteed
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// to work correctly outside of it, because the thread swallows extra unchecked errors.
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func getLastError() error {
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err := uint32(gl.NO_ERROR)
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for e := gl.GetError(); e != gl.NO_ERROR; e = gl.GetError() {
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err = e
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}
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if err == gl.NO_ERROR {
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return nil
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}
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switch err {
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case gl.INVALID_ENUM:
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return errors.New("invalid enum")
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case gl.INVALID_VALUE:
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return errors.New("invalid value")
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case gl.INVALID_OPERATION:
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return errors.New("invalid operation")
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case gl.STACK_OVERFLOW:
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return errors.New("stack overflow")
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case gl.STACK_UNDERFLOW:
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return errors.New("stack underflow")
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case gl.OUT_OF_MEMORY:
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return errors.New("out of memory")
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case gl.INVALID_FRAMEBUFFER_OPERATION:
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return errors.New("invalid framebuffer operation")
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case gl.CONTEXT_LOST:
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return errors.New("context lost")
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default:
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return errors.New("unknown error")
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}
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}
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@ -15,7 +15,7 @@ type Texture struct {
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// The pixels must be a sequence of RGBA values.
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// The pixels must be a sequence of RGBA values.
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func NewTexture(parent BeginEnder, width, height int, pixels []uint8) (*Texture, error) {
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func NewTexture(parent BeginEnder, width, height int, pixels []uint8) (*Texture, error) {
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texture := &Texture{parent: parent}
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texture := &Texture{parent: parent}
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err := DoErr(func() error {
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err := DoGLErr(func() {
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gl.GenTextures(1, &texture.tex)
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gl.GenTextures(1, &texture.tex)
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gl.BindTexture(gl.TEXTURE_2D, texture.tex)
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gl.BindTexture(gl.TEXTURE_2D, texture.tex)
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@ -33,8 +33,6 @@ func NewTexture(parent BeginEnder, width, height int, pixels []uint8) (*Texture,
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gl.GenerateMipmap(gl.TEXTURE_2D)
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gl.GenerateMipmap(gl.TEXTURE_2D)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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return getLastError()
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})
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})
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if err != nil {
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if err != nil {
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return nil, errors.Wrap(err, "failed to create a texture")
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return nil, errors.Wrap(err, "failed to create a texture")
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@ -1,6 +1,11 @@
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package pixelgl
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package pixelgl
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import "runtime"
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import (
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"errors"
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"runtime"
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"github.com/go-gl/gl/v2.1/gl"
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)
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// Due to the existance and usage of thread-local variables by OpenGL, it's recommended to
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// Due to the existance and usage of thread-local variables by OpenGL, it's recommended to
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// execute all OpenGL calls from a single dedicated thread. This file defines functions to make
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// execute all OpenGL calls from a single dedicated thread. This file defines functions to make
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@ -16,7 +21,7 @@ func init() {
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go func() {
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go func() {
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runtime.LockOSThread()
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runtime.LockOSThread()
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for f := range callQueue {
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for f := range callQueue {
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getLastError() // swallow unchecked errors
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getLastGLErr() // swallow unchecked errors
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f()
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f()
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}
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}
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}()
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}()
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@ -58,3 +63,67 @@ func DoVal(f func() interface{}) interface{} {
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}
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}
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return <-val
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return <-val
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}
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}
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// DoGLErr is same as Do, but also return an error generated by OpenGL.
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func DoGLErr(f func()) (gl error) {
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glerr := make(chan error)
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callQueue <- func() {
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f()
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glerr <- getLastGLErr()
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}
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return <-glerr
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}
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// DoErrGLErr is same as DoErr, but also returns an error generated by OpenGL.
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func DoErrGLErr(f func() error) (_, gl error) {
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err := make(chan error)
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glerr := make(chan error)
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callQueue <- func() {
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err <- f()
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glerr <- getLastGLErr()
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}
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return <-err, <-glerr
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}
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// DoValGLErr is same as DoVal, but also returns an error generated by OpenGL.
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func DoValGLErr(f func() interface{}) (_ interface{}, gl error) {
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val := make(chan interface{})
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glerr := make(chan error)
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callQueue <- func() {
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val <- f()
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glerr <- getLastGLErr()
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}
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return <-val, <-glerr
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}
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// getLastGLErr returns (and consumes) the last error generated by OpenGL.
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// Don't use outside DoGLErr, DoErrGLErr and DoValGLErr.
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func getLastGLErr() error {
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err := uint32(gl.NO_ERROR)
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for e := gl.GetError(); e != gl.NO_ERROR; e = gl.GetError() {
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err = e
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}
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if err == gl.NO_ERROR {
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return nil
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}
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switch err {
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case gl.INVALID_ENUM:
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return errors.New("invalid enum")
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case gl.INVALID_VALUE:
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return errors.New("invalid value")
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case gl.INVALID_OPERATION:
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return errors.New("invalid operation")
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case gl.STACK_OVERFLOW:
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return errors.New("stack overflow")
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case gl.STACK_UNDERFLOW:
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return errors.New("stack underflow")
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case gl.OUT_OF_MEMORY:
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return errors.New("out of memory")
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case gl.INVALID_FRAMEBUFFER_OPERATION:
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return errors.New("invalid framebuffer operation")
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case gl.CONTEXT_LOST:
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return errors.New("context lost")
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default:
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return errors.New("unknown error")
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}
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}
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@ -105,7 +105,7 @@ func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode,
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format: format,
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format: format,
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mode: mode,
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mode: mode,
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}
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}
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err := DoErr(func() error {
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err := DoGLErr(func() {
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gl.GenVertexArrays(1, &va.vao)
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gl.GenVertexArrays(1, &va.vao)
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gl.BindVertexArray(va.vao)
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gl.BindVertexArray(va.vao)
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@ -132,8 +132,6 @@ func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode,
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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gl.BindVertexArray(0)
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return getLastError()
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})
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})
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if err != nil {
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if err != nil {
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return nil, errors.Wrap(err, "failed to create a vertex array")
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return nil, errors.Wrap(err, "failed to create a vertex array")
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@ -173,11 +171,10 @@ func (va *VertexArray) Draw() {
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//
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//
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// Offset is not a number of bytes, instead, it's an index in the array.
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// Offset is not a number of bytes, instead, it's an index in the array.
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func (va *VertexArray) UpdateData(offset int, data []float64) error {
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func (va *VertexArray) UpdateData(offset int, data []float64) error {
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err := DoErr(func() error {
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err := DoGLErr(func() {
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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gl.BufferSubData(gl.ARRAY_BUFFER, 8*offset, 8*len(data), gl.Ptr(data))
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gl.BufferSubData(gl.ARRAY_BUFFER, 8*offset, 8*len(data), gl.Ptr(data))
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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return getLastError()
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})
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})
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if err != nil {
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if err != nil {
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return errors.Wrap(err, "failed to update vertex array")
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return errors.Wrap(err, "failed to update vertex array")
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