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- void ObjectsMenager::CreateInstancedArray(Mesh &base,std::vector<glm::mat4> matrices)
- {
- int pos = 3;
- glBindVertexArray(base.VaoId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, base.VboId[1]);
- int size=matrices.size();
- glBufferData(GL_ARRAY_BUFFER, 64*size, &matrices[0], GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(pos);
- glEnableVertexAttribArray(pos+1);
- glEnableVertexAttribArray(pos+2);
- glEnableVertexAttribArray(pos+3);
- glVertexAttribPointer(pos, 4, GL_FLOAT, GL_FALSE, 64, (void*)0);
- glVertexAttribPointer(pos+1, 4, GL_FLOAT, GL_FALSE, 64, (void*)16);
- glVertexAttribPointer(pos+2, 4, GL_FLOAT, GL_FALSE, 64, (void*)32);
- glVertexAttribPointer(pos+3, 4, GL_FLOAT, GL_FALSE, 64, (void*)48);
- glVertexAttribDivisor(pos, 1);
- glVertexAttribDivisor(pos+1, 1);
- glVertexAttribDivisor(pos+2, 1);
- glVertexAttribDivisor(pos+3, 1);
- }
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