func NewVAORenderable(verticies []Vertex, diffuse uint32) *VAORenderable {
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(verticies)*8*4, gl.Ptr(verticies), gl.STATIC_DRAW)

	BindVertexAttributes(Renderer.colorShader.Program())

	gl.BindVertexArray(0)

	return &VAORenderable{
		vao:         vao,
		vbo:         vbo,
		Position:    mgl32.Vec3{},
		Rotation:    mgl32.Ident4(),
		Scale:       mgl32.Ident4(),
		renderStyle: gl.TRIANGLES,
		portions:    []RenderablePortion{{0, int32(len(verticies)), diffuse}},
	}
}
// NewVAORenderable instantiates a Renderable for the given verticies of the normal Vertex Type.
NewVAORenderable instantiates a Renderable for the given verticies of the normal Vertex Type.
// NewVAORenderable instantiates a Renderable for the given verticies of the normal Vertex Type .
func NewVAORenderable(verticies []Vertex, diffuse uint32) *VAORenderable {
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)
	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(verticies)*8*4, gl.Ptr(verticies), gl.STATIC_DRAW)
	BindVertexAttributes(Renderer.colorShader.Program())
	gl.BindVertexArray(0)
	return &VAORenderable{
		vao:         vao,
		vbo:         vbo,
		Position:    mgl32.Vec3{},
		Rotation:    mgl32.Ident4(),
		Scale:       mgl32.Ident4(),
		renderStyle: gl.TRIANGLES,
		portions:    []RenderablePortion{{0, int32(len(verticies)), diffuse}},
	}
}
func NewVAORenderable ( verticies [ ] Vertex , diffuse uint32 ) * VAORenderable { var vao uint32 gl . GenVertexArrays ( 1 , & vao ) gl . BindVertexArray ( vao ) var vbo uint32 gl . GenBuffers ( 1 , & vbo ) gl . BindBuffer ( gl . ARRAY_BUFFER , vbo ) gl . BufferData ( gl . ARRAY_BUFFER , len ( verticies ) * 8 * 4 , gl . Ptr ( verticies ) , gl . STATIC_DRAW ) BindVertexAttributes ( Renderer . colorShader . Program ( ) ) gl . BindVertexArray ( 0 ) return & VAORenderable { vao : vao , vbo : vbo , Position : mgl32 . Vec3 { } , Rotation : mgl32 . Ident4 ( ) , Scale : mgl32 . Ident4 ( ) , renderStyle : gl . TRIANGLES , portions : [ ] RenderablePortion { { 0 , int32 ( len ( verticies ) ) , diffuse } } , } }
NewVAORenderable instantiates a Renderable for the given verticies of the normal Vertex Type.
NewVAORenderable instantiates a Renderable for the given verticies of the normal Vertex Type .