diff --git a/RecrownedGTK/Graphics/ElementBufferHandle.cs b/RecrownedGTK/Graphics/ElementBufferArrayHandle.cs
similarity index 87%
rename from RecrownedGTK/Graphics/ElementBufferHandle.cs
rename to RecrownedGTK/Graphics/ElementBufferArrayHandle.cs
index e1410b0..c0c07fc 100644
--- a/RecrownedGTK/Graphics/ElementBufferHandle.cs
+++ b/RecrownedGTK/Graphics/ElementBufferArrayHandle.cs
@@ -1,10 +1,10 @@
using System;
using OpenTK.Graphics.OpenGL;
namespace RecrownedGTK.Graphics {
- public class ElementBufferHandle : IDisposable {
+ public class ElementBufferArrayHandle : IDisposable {
private bool disposed;
private int handle;
- public ElementBufferHandle() {
+ public ElementBufferArrayHandle() {
handle = GL.GenBuffer();
}
public void Bind() {
@@ -34,7 +34,7 @@ namespace RecrownedGTK.Graphics {
GL.DeleteBuffer(handle);
}
- ~ElementBufferHandle() {
+ ~ElementBufferArrayHandle() {
Dispose(false);
}
}
diff --git a/RecrownedGTK/Graphics/VertexAttributesArrayHandle.cs b/RecrownedGTK/Graphics/VertexAttributesArrayHandle.cs
index 785875a..a8fa407 100644
--- a/RecrownedGTK/Graphics/VertexAttributesArrayHandle.cs
+++ b/RecrownedGTK/Graphics/VertexAttributesArrayHandle.cs
@@ -23,8 +23,7 @@ namespace RecrownedGTK.Graphics {
/// The name of the attribute for the texture's coordinate. Default is "aTexture".
/// The name of the attribute for color mixture. Default is "aColor".
/// The built .
- public static VertexAttributesArrayHandle CreateBasicVA(Shader shader = null, string positionAttribName = "aPosition", string textureAttribName = "aTexture", string colorAttribName = "aColor", string transformUnifName = "transform", Matrix4 transformMat = default(Matrix4)) {
- if (shader == null) shader = Shader.CreateBasicShader();
+ public static VertexAttributesArrayHandle CreateBasicVA(ref Matrix4 transformMat, Shader shader = null, string positionAttribName = "aPosition", string textureAttribName = "aTexture", string colorAttribName = "aColor", string transformUnifName = "transform") {
VertexAttributesArrayHandle vertexAttribs = new VertexAttributesArrayHandle();
vertexAttribs.Bind();
if (transformMat == default(Matrix4)) transformMat = Matrix4.Identity;