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- int uModel = GL.GetUniformLocation(mShader.ShaderProgramID, "uModel");
- Matrix4 mat = mSphereModel * mGroundModel;
- mat = Matrix4.CreateTranslation(-1, 1, -1);
- GL.UniformMatrix4(uModel, true, ref mat);
- GL.BindVertexArray(mVAO_IDs[1]);
- GL.DrawElements(PrimitiveType.Triangles, mSphereModelUtility.Indices.Length, DrawElementsType.UnsignedInt, 0);
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