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@gchatelet
Created January 6, 2013 09:08
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struct VertexPosUv0 {
glm::vec3 position;
glm::vec2 uv0;
VertexPosUv0(glm::vec3 pos) :
position(pos) {
}
VertexPosUv0(glm::vec3 pos, glm::vec2 uv0) :
position(pos), uv0(uv0) {
}
};
void draw() {
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexPosUv0), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(VertexPosUv0), (const GLvoid*) (sizeof(glm::vec3)));
glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
checkError();
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
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