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Apr 11th, 2015
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  1. procedure TModel.Render(ViewProjection: PMatrix4x4);
  2. var
  3.   MVP: TMatrix4x4;
  4.   i: dword;
  5. begin
  6.   glUseProgram(FMaterial.FShaderProgramObject);
  7.   MultMatrix4x4(@FModelMatrix, ViewProjection, @MVP);
  8.   glUniformMatrix4fv(FMVPLocation, 1, GL_FALSE, @MVP);
  9.   glBindVertexArray(FVertexArrayObject);
  10.   glBindBuffer(GL_ARRAY_BUFFER, FMesh.FVertexBufferObject);
  11.   glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, FMesh.FIndexBufferObject);
  12.   i := FMaterial.FTexturesUsed;
  13.   while i <> 0 do
  14.   begin
  15.     i -= 1;
  16.     glActiveTexture(GL_TEXTURE0 + i );
  17.     glBindTexture(GL_TEXTURE_2D, FMaterial.FTextureLocations[i]);
  18.   end;
  19.   glDrawElements(GL_TRIANGLES, FMesh.FIndexNumber * 3, GL_UNSIGNED_INT, pointer(0));
  20. end;
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