unbind(shader, null);
}
@Override
public void unbind (final ShaderProgram shader, final int[] locations) {
final GL20 gl = Gdx.gl20;
final int numAttributes = attributes.size();
if (locations == null) {
for (int i = 0; i < numAttributes; i++) {
shader.disableVertexAttribute(attributes.get(i).alias);
}
} else {
for (int i = 0; i < numAttributes; i++) {
final int location = locations[i];
if (location >= 0)
shader.disableVertexAttribute(location);
}
}
gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
isBound = false;
}