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- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glFrontFace(GL_CCW);
- shader.bind();
- /*for(int i=0;i<1000;i++)
- {
- glm::mat4 MVP=VP*listofObjects[i].ModelMatrix;
- shader.SetUniform("MVP",MVP);
- baseMesh.Draw();
- }*/
- shader.SetUniform("VP",VP);
- baseMesh.Draw();
- shader.unbind();
- glDisable(GL_CULL_FACE);
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