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Apr 1st, 2020
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  1. Nave::Nave(){
  2. pattern_buffer = 0;
  3. glGenBuffers(1, &pattern_buffer);
  4. glBindBuffer(GL_ARRAY_BUFFER, pattern_buffer);
  5.  
  6. std::vector< glm::vec2 > uv; // Won't be used at the moment.
  7. std::vector< glm::vec3 > normals; // Won't be used at the moment.
  8. bool res = loadObj("objs/nave.obj", &points, &uv,&normals);
  9. glBufferData(GL_ARRAY_BUFFER, points.size() * sizeof(glm::vec3), points.data(), GL_STATIC_DRAW);
  10. if(!res){
  11. throw std::runtime_error("Error loading object");
  12. }
  13. }
  14.  
  15. Nave::~Nave(){
  16. glDeleteBuffers(1,&pattern_buffer);
  17. }
  18.  
  19. void Nave::drawShape(){
  20. glEnableClientState(GL_VERTEX_ARRAY);
  21. glBindBuffer(GL_ARRAY_BUFFER, pattern_buffer);
  22. glVertexPointer(3, GL_FLOAT, 0, 0);
  23. glDrawArrays(GL_TRIANGLES, 0, points.size());
  24. glDisableClientState(GL_VERTEX_ARRAY);
  25. glBindBuffer(GL_ARRAY_BUFFER, 0);
  26. }
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