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Apr 28th, 2015
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  1. int uModel = GL.GetUniformLocation(mShader.ShaderProgramID, "uModel");
  2.  
  3. Matrix4 mat = mSphereModel * mGroundModel;
  4. mat = Matrix4.CreateTranslation(-1, 1, -1);
  5.  
  6. GL.UniformMatrix4(uModel, true, ref mat);
  7.  
  8. GL.BindVertexArray(mVAO_IDs[1]);
  9. GL.DrawElements(PrimitiveType.Triangles, mSphereModelUtility.Indices.Length, DrawElementsType.UnsignedInt, 0);
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