+
+ if (vbo_textcs) {
+ fghEnableVertexAttribArray(attribute_v_texture);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_textcs);
+ fghVertexAttribPointer(
+ attribute_v_texture,/* attribute */
+ 2, /* number of elements per vertex, here (s,t) */
+ GL_FLOAT, /* the type of each element */
+ GL_FALSE, /* take our values as-is */
+ 0, /* no extra data between each position */
+ 0 /* offset of first element */
+ );
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
+ };