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Nov 6th, 2018
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C++ 0.53 KB | None | 0 0
  1. void drawMesh(StaticMesh* mesh, float scale)
  2. {
  3.     glBindBuffer(GL_ARRAY_BUFFER, Buffers[mesh->bufferID]);
  4.     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
  5.     model_view = glm::scale(model_view, glm::vec3(scale, scale, scale));
  6.     glUniformMatrix4fv(location, 1, GL_FALSE, &model_view[0][0]);
  7.     for (int i = 0; i < mesh->faceCount; i++)
  8.     {
  9.         GLuint face[3];
  10.         face[0] = mesh->faces[i*3];
  11.         face[1] = mesh->faces[i*3+1];
  12.         face[2] = mesh->faces[i*3+2];
  13.         glDrawElements(GL_LINE_LOOP, 3, GL_UNSIGNED_INT, face);
  14.     }
  15. }
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