bind method
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);
}
}
}