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a guest Mar 14th, 2018 54 Never
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  1.     //Draw surface
  2.     glBindVertexArray(mSurface->mVAO);
  3.     mvpMatrix = *mPerspectiveMatrix * *mViewMatrix * *(mSurface->getModelMatrix());
  4.     glUniformMatrix4fv( mMVPUniform, 1, GL_FALSE, mvpMatrix.constData());
  5.     glDrawArrays(GL_POINTS, 0, mSurface->mNumberOfVertices);
  6.     checkForGLerrors();
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