Tidying up.
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@ -77,7 +77,7 @@ public:
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(MeshType::VertexType), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(meshData.indexBuffer));
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@ -86,7 +86,7 @@ public:
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//We need to tell OpenGL how to understand the format of the vertex data
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glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(CubicVertex<uint8_t>), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MeshType::VertexType), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glBindVertexArray(0);
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