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Oct 31st, 2014
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  1. //===================================Buffer1========================================
  2. glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
  3. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
  4. glUseProgram(_FaceShader);
  5.  
  6. // 2
  7. glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
  8. glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
  9.  
  10. glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
  11.  
  12. glActiveTexture(GL_TEXTURE0);
  13. glBindTexture(GL_TEXTURE_2D, _floorTexture);
  14. glUniform1i(_textureUniform, 0);
  15.  
  16. // 3
  17. glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]), GL_UNSIGNED_BYTE, 0);
  18. //===================================Buffer2========================================
  19. glUseProgram(_FaceShader);
  20.  
  21. glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer2);
  22. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer2);
  23.  
  24. glActiveTexture(GL_TEXTURE0); // unneccc in practice
  25. glBindTexture(GL_TEXTURE_2D, _fishTexture);
  26. glUniform1i(_textureUniform, 0); // unnecc in practice
  27.  
  28. glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
  29. glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
  30. glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
  31.  
  32. glDrawElements(GL_TRIANGLE_STRIP, sizeof(Indices2)/sizeof(Indices2[0]), GL_UNSIGNED_BYTE, 0);
  33.  
  34. //===================================Buffer3========================================
  35. //[_context presentRenderbuffer:GL_RENDERBUFFER];
  36.  
  37. // draw a line
  38. glBindBuffer(GL_ARRAY_BUFFER, _lineBuffer);
  39. glUseProgram(_LineShader);
  40. glVertexAttribPointer(_linepositionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),0);
  41. glVertexAttribPointer(_linecolorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
  42. //glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
  43. glLineWidth(5.0);
  44. glDrawArrays(GL_LINES, 0, 2);
  45. [_context presentRenderbuffer:GL_ARRAY_BUFFER];
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