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Sep 15th, 2013
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  1. // artificial scope to delete temp array
  2. {
  3. std::array<float, 9> vertices = {{
  4. -0.5f, -0.5f, 0.0f,
  5. 0.5f, -0.5f, 0.0f,
  6. 0.0f, 0.5f, 0.0f
  7. }};
  8. gl::BindBuffer(gl::ARRAY_BUFFER, vertBuffer);
  9. gl::BufferData(gl::ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), gl::STATIC_DRAW);
  10. gl::BindBuffer(gl::ARRAY_BUFFER, 0);
  11. }
  12.  
  13. // after creating the shaders
  14. ShaderProgram simpleProgram;
  15. simpleProgram.attachShader(simpleVS);
  16. simpleProgram.bindAttribute(0, "position");
  17.  
  18. // later in the render loop
  19. simpleProgram.use();
  20.  
  21. gl::BindBuffer(gl::ARRAY_BUFFER, vertBuffer);
  22. gl::EnableVertexAttribArray(0);
  23. gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE_, 0, 0);
  24. gl::DrawArrays(gl::TRIANGLES, 0, 3);
  25. gl::DisableVertexAttribArray(0);
  26.  
  27. simpleProgram.unuse();
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