WIP
This commit is contained in:
+27
-15
@@ -22,9 +22,21 @@ void Model::temp_CreateModelShit()
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Vertices.push_back(0.0f);
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Vertices.push_back(2.0f);
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Normals.push_back(1.0f);
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Normals.push_back(1.0f);
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Normals.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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Colors.push_back(1.0f);
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}
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@@ -35,15 +47,15 @@ void Model::CreateBuffers( std::vector<float> _Vertices, std::vector<float> _Nor
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glBufferData(GL_ARRAY_BUFFER, Vertices.size()*sizeof(float), Vertices.data(), GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail1");
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glGenBuffers(1, &NormalBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glBufferData(GL_ARRAY_BUFFER, Normals.size()*sizeof(float), Normals.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &Colorbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, Colorbuffer);
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glBufferData(GL_ARRAY_BUFFER, Colors.size()*sizeof(float), Colors.data(), GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail2");
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glGenBuffers(1, &TextureCoordBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glBufferData(GL_ARRAY_BUFFER, TextureCoords.size()*sizeof(float), TextureCoords.data(), GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail3");
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// glGenBuffers(1, &TextureCoordBuffer);
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// glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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// glBufferData(GL_ARRAY_BUFFER, TextureCoords.size()*sizeof(float), TextureCoords.data(), GL_STATIC_DRAW);
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// GLERROR("GLEW: BufferFail3");
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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@@ -53,15 +65,15 @@ void Model::CreateBuffers( std::vector<float> _Vertices, std::vector<float> _Nor
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, Colorbuffer);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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// glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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/* glEnableVertexAttribArray(2);*/
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GLERROR("GLEW: BufferFail5");
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}
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