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Jan 18th, 2019
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  1. glGenVertexArrays(1, &newMesh.vao);
  2. glBindVertexArray(newMesh.vao);
  3. //Create buffer to hold vetex data
  4. glGenBuffers(1, &newMesh.vao);
  5. glBindBuffer(GL_ARRAY_BUFFER, newMesh.vertex_vbo);
  6. glBufferData(GL_ARRAY_BUFFER,
  7. newMesh.vertex_count * sizeof(Vertex),
  8. &vertices,
  9. GL_STATIC_DRAW);
  10. glEnableVertexAttribArray(0);
  11. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
  12. sizeof(Vertex), TGL_BUFFER_OFFSET(0));
  13.  
  14. //Collect Element data (Index)
  15. std::vector<unsigned int> elements(newMesh.element_count);
  16. for(int i = 0; i < newMesh.element_count; ++i)
  17. {
  18. elements[i] = mesh.element_array[i];
  19. }
  20.  
  21. //Create buffer to hold element data (Index)
  22. glGenBuffers(1, &newMesh.vao);
  23. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, newMesh.element_vbo);
  24. glBufferData(GL_ELEMENT_ARRAY_BUFFER,
  25. newMesh.element_count * sizeof(unsigned int),
  26. &elements,
  27. GL_STATIC_DRAW);
  28. glBindVertexArray(0);
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