* Set up the attributes and perform the Draw call corresponding to the geometry type.
*
* @param[in] graphicsController The graphics controller
- * @param[in] bufferIndex The current buffer index
+ * @param[in,out] commandBuffer The current command buffer queue
* @param[in] elementBufferOffset The index of first element to draw if index buffer bound
* @param[in] elementBufferCount Number of elements to draw if index buffer bound, uses whole buffer when 0
* @return true if the draw command was issued, false otherwise
uint32_t elementBufferOffset,
uint32_t elementBufferCount);
+ /**
+ * @brief Set up the attributes bind commaneds
+ *
+ * @param[in,out] commandBuffer The current command buffer queue
+ * @return true if the bind command was issued, false otherwise
+ */
+ bool BindVertexAttributes(Graphics::CommandBuffer& commandBuffer);
+
private:
// VertexBuffers
Vector<Render::VertexBuffer*> mVertexBuffers;