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- procedure TModel.Render(ViewProjection: PMatrix4x4);
- var
- MVP: TMatrix4x4;
- i: dword;
- begin
- glUseProgram(FMaterial.FShaderProgramObject);
- MultMatrix4x4(@FModelMatrix, ViewProjection, @MVP);
- glUniformMatrix4fv(FMVPLocation, 1, GL_FALSE, @MVP);
- glBindVertexArray(FVertexArrayObject);
- glBindBuffer(GL_ARRAY_BUFFER, FMesh.FVertexBufferObject);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, FMesh.FIndexBufferObject);
- i := FMaterial.FTexturesUsed;
- while i <> 0 do
- begin
- i -= 1;
- glActiveTexture(GL_TEXTURE0 + i );
- glBindTexture(GL_TEXTURE_2D, FMaterial.FTextureLocations[i]);
- end;
- glDrawElements(GL_TRIANGLES, FMesh.FIndexNumber * 3, GL_UNSIGNED_INT, pointer(0));
- end;
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