#include "Model.h" Model::Model() { temp_CreateModelShit(); CreateBuffers(Vertices, Normals, TextureCoords); } void Model::temp_CreateModelShit() { Vertices.push_back(0.0f); Vertices.push_back(0.0f); Vertices.push_back(2.0f); Vertices.push_back(0.0f); Vertices.push_back(1.0f); Vertices.push_back(2.0f); Vertices.push_back(1.0f); Vertices.push_back(0.0f); Vertices.push_back(2.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); Colors.push_back(1.0f); } void Model::CreateBuffers( std::vector _Vertices, std::vector _Normals, std::vector _TextureCoords ) { glGenBuffers(1, &VertBuffer); glBindBuffer(GL_ARRAY_BUFFER, VertBuffer); glBufferData(GL_ARRAY_BUFFER, Vertices.size()*sizeof(float), Vertices.data(), GL_STATIC_DRAW); GLERROR("GLEW: BufferFail1"); glGenBuffers(1, &Colorbuffer); glBindBuffer(GL_ARRAY_BUFFER, Colorbuffer); glBufferData(GL_ARRAY_BUFFER, Colors.size()*sizeof(float), Colors.data(), GL_STATIC_DRAW); GLERROR("GLEW: BufferFail2"); // glGenBuffers(1, &TextureCoordBuffer); // glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer); // glBufferData(GL_ARRAY_BUFFER, TextureCoords.size()*sizeof(float), TextureCoords.data(), GL_STATIC_DRAW); // GLERROR("GLEW: BufferFail3"); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); GLERROR("GLEW: BufferFail4"); glBindBuffer(GL_ARRAY_BUFFER, VertBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); GLERROR("GLEW: BufferFail5"); glBindBuffer(GL_ARRAY_BUFFER, Colorbuffer); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0); // glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer); // glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); /* glEnableVertexAttribArray(2);*/ GLERROR("GLEW: BufferFail5"); }