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- GLuint vao_id;
- glGenVertexArrays(1, &vao_id);
- glBindVertexArray(vao_id);
- GLuint VBO;
- glGenBuffers(1, &VBO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
- glEnableVertexAttribArray(0);
- //Alternate position <<----
- //Unbind the VAO
- glBindVertexArray(0);
- //Current position <<----
- glDeleteBuffers(1, &VBO);
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