TestTriangle
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@@ -37,17 +37,17 @@ void TestTriangle::onLoad() {
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wm->getRenderer()->getCmdList().push_back([this](){
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// 0. copy our vertices array in a buffer for OpenGL to use
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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//glBindBuffer(GL_ARRAY_BUFFER, vbo);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 1. then set the vertex attributes pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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//glEnableVertexAttribArray(0);
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// 2. use our shader program when we want to render an object
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glUseProgram(program);
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glBindVertexArray(vao);
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// 3. now draw the object
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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//glBindVertexArray(0);
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});
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rcmd_it = --wm->getRenderer()->getCmdList().end()++;
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@@ -55,10 +55,15 @@ void TestTriangle::onLoad() {
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////////////////////////
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glGenBuffers(1, &vbo);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertexShaderSource, NULL);
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