private VertexBuffer GetTexCoordBuffer(string varNameInShader)
{
int uCount = GetUCount(interval);
int length = uCount;
VertexBuffer buffer = VertexBuffer.Create(typeof(float), length, VBOConfig.Float, varNameInShader, BufferUsage.StaticDraw);
unsafe
{
IntPtr pointer = buffer.MapBuffer(MapBufferAccess.WriteOnly);
int index = 0;
var array = (float*)pointer;
for (int uIndex = 0; uIndex < uCount; uIndex++)
{
array[index++] = (float)uIndex / (float)uCount;
}
buffer.UnmapBuffer();
}
return buffer;
}