func (r *VAORenderable) RenderDepth(depthShader *shaders.DepthShader) {
	gl.BindVertexArray(r.vao)
	depthShader.Model.Set(r.getModelMatrix())
	for _, p := range r.portions {
		depthShader.Diffuse.Set(gl.TEXTURE0, 0, p.diffuse)
		gl.DrawArrays(r.renderStyle, p.startIndex, p.numIndex)
	}
}
// Render bind's this renderable's VAO and draws for depth.
Render bind's this renderable's VAO and draws for depth.
// Render bind ' s this renderable ' s VAO and draws for depth .
func (r *VAORenderable) RenderDepth(depthShader *shaders.DepthShader) {
	gl.BindVertexArray(r.vao)
	depthShader.Model.Set(r.getModelMatrix())
	for _, p := range r.portions {
		depthShader.Diffuse.Set(gl.TEXTURE0, 0, p.diffuse)
		gl.DrawArrays(r.renderStyle, p.startIndex, p.numIndex)
	}
}
func ( r * VAORenderable ) RenderDepth ( depthShader * shaders . DepthShader ) { gl . BindVertexArray ( r . vao ) depthShader . Model . Set ( r . getModelMatrix ( ) ) for _ , p := range r . portions { depthShader . Diffuse . Set ( gl . TEXTURE0 , 0 , p . diffuse ) gl . DrawArrays ( r . renderStyle , p . startIndex , p . numIndex ) } }
Render bind's this renderable's VAO and draws for depth.
Render bind ' s this renderable ' s VAO and draws for depth .