- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- check_error();
-
- for (GLint attr_index : { cbcr_position_attribute_index, cbcr_texcoord_attribute_index }) {
- glEnableVertexAttribArray(attr_index);
- check_error();
- glVertexAttribPointer(attr_index, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
- check_error();
- }
-