bind method

void bind(
  1. GraphicsDevice device
)

Bind all uniform data and textures to the device.

Implementation

void bind(GraphicsDevice device) {
  for (final MapEntry(:key, :value) in _bindings.entries) {
    switch (value) {
      case _UniformBinding(:final resource):
        device.bindUniform(_slots[key]!, resource);
      case _TextureBinding(:final resource):
        device.bindTexture(_slots[key]!, resource);
    }
  }
}