void Mesh_handle::DrawTri(){ glBindBuffer(GL_ARRAY_BUFFER,vertexbufferid); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,elementbufferid); int index1=glGetAttribLocation(bound_program,"inputvertex"); int index2=glGetAttribLocation(bound_program,"inputcolor"); int index3=glGetAttribLocation(bound_program,"inputtexcoord"); glEnableVertexAttribArray(index1); glVertexAttribPointer(index1,3,GL_FLOAT,GL_FALSE,9*sizeof(float),0); glEnableVertexAttribArray(index2); glVertexAttribPointer(index2,4,GL_FLOAT,GL_FALSE,9*sizeof(float),(void*)(3*sizeof(float))); glEnableVertexAttribArray(index3); glVertexAttribPointer(index3,2,GL_FLOAT,GL_FALSE,9*sizeof(float),(void*)(7*sizeof(float))); glDrawArrays(GL_TRIANGLE_STRIP,0,elementcount); //glDrawElements(GL_TRIANGLE_STRIP,elementcount,GL_UNSIGNED_INT,0); }