enableAttributeArray_(attribName, size, type, stride, offset) {
    const location = this.getAttributeLocation(attribName);
    // the attribute has not been found in the shaders; do not enable it
    if (location < 0) {
      return;
    }
    this.getGL().enableVertexAttribArray(location);
    this.getGL().vertexAttribPointer(
      location,
      size,
      type,
      false,
      stride,
      offset
    );
  }
/**
   * Will set the currently bound buffer to an attribute of the shader program. Used by `#enableAttributes`
   * internally.
   * @param {string} attribName Attribute name
   * @param {number} size Number of components per attributes
   * @param {number} type UNSIGNED_INT, UNSIGNED_BYTE, UNSIGNED_SHORT or FLOAT
   * @param {number} stride Stride in bytes (0 means attribs are packed)
   * @param {number} offset Offset in bytes
   * @private
   */
Will set the currently bound buffer to an attribute of the shader program. Used by `#enableAttributes`
internally.
Will set the currently bound buffer to an attribute of the shader program . Used by ` #enableAttributes ` internally .
enableAttributeArray_(attribName, size, type, stride, offset) {
    const location = this.getAttributeLocation(attribName);
    if (location < 0) {
      return;
    }
    this.getGL().enableVertexAttribArray(location);
    this.getGL().vertexAttribPointer(
      location,
      size,
      type,
      false,
      stride,
      offset
    );
  }
enableAttributeArray_ ( attribName , size , type , stride , offset ) { const location = this . getAttributeLocation ( attribName ) ; if ( location < 0 ) { return ; } this . getGL ( ) . enableVertexAttribArray ( location ) ; this . getGL ( ) . vertexAttribPointer ( location , size , type , false , stride , offset ) ; }
Will set the currently bound buffer to an attribute of the shader program.
Will set the currently bound buffer to an attribute of the shader program .
// the attribute has not been found in the shaders; do not enable it