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- glGenVertexArrays(1, &newMesh.vao);
- glBindVertexArray(newMesh.vao);
- //Create buffer to hold vetex data
- glGenBuffers(1, &newMesh.vao);
- glBindBuffer(GL_ARRAY_BUFFER, newMesh.vertex_vbo);
- glBufferData(GL_ARRAY_BUFFER,
- newMesh.vertex_count * sizeof(Vertex),
- &vertices,
- GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
- sizeof(Vertex), TGL_BUFFER_OFFSET(0));
- //Collect Element data (Index)
- std::vector<unsigned int> elements(newMesh.element_count);
- for(int i = 0; i < newMesh.element_count; ++i)
- {
- elements[i] = mesh.element_array[i];
- }
- //Create buffer to hold element data (Index)
- glGenBuffers(1, &newMesh.vao);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, newMesh.element_vbo);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,
- newMesh.element_count * sizeof(unsigned int),
- &elements,
- GL_STATIC_DRAW);
- glBindVertexArray(0);
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