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drawPrimitives(0,3)
), the only real difference I see is that there is no notion of shader program... Gnm has it implemented this way as well, and I supposed DX11 too, so everyone but GL?.. Hence, that is a problem with our shader abstraction - just something to think about.
bitflags!
macro?
Vertex | Fragment
or something along these lines. Please correct me if that's wrong. I haven't figured out the best way to store block usage yet, but good thing is - it's not required for anything at the moment, so we can postpone the solution.