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- //Draw surface
- glBindVertexArray(mSurface->mVAO);
- mvpMatrix = *mPerspectiveMatrix * *mViewMatrix * *(mSurface->getModelMatrix());
- glUniformMatrix4fv( mMVPUniform, 1, GL_FALSE, mvpMatrix.constData());
- glDrawArrays(GL_POINTS, 0, mSurface->mNumberOfVertices);
- checkForGLerrors();
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