#include "Renderer.hpp" void RenderState::SetActiveVao(GLuint Vao) { if (Vao != ActiveVao) { glBindVertexArray(Vao); ActiveVao = Vao; } } void RenderState::SetActiveShader(GLuint Shader) { if (Shader != ActiveShader) { glUseProgram(Shader); ActiveShader = Shader; } }