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Mar 14th, 2018
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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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