Source
void bindAttribute(int index, int size, int stride, int offset) { if (index == null) return; _renderingContext.vertexAttribPointer(index, size, gl.FLOAT, false, stride, offset); }
void bindAttribute(int index, int size, int stride, int offset) { if (index == null) return; _renderingContext.vertexAttribPointer(index, size, gl.FLOAT, false, stride, offset); }