Revert "Indentation style changed to Horstmann"
This reverts commit f2259f712d.
Conflicts:
src/GameWorld.cpp
src/Systems/PhysicsSystem.cpp
This commit is contained in:
+58
-29
@@ -2,22 +2,27 @@
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#include "Model.h"
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Model::Model(const char* path)
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{ Loadobj(path, Vertices, Normals, TextureCoords);
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{
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Loadobj(path, Vertices, Normals, TextureCoords);
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CreateBuffers(Vertices, Normals, TextureCoords);
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}
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Model::Model(OBJ &obj)
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{ OBJ::MaterialInfo* currentMaterial = nullptr;
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{
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OBJ::MaterialInfo* currentMaterial = nullptr;
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TextureGroup* currentTexGroup = nullptr;
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int index = 0;
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for (auto face : obj.Faces)
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{ if (face.Material == nullptr)
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{ LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
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{
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if (face.Material == nullptr)
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{
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LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
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return;
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}
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// New material
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if (face.Material != currentMaterial)
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{ currentMaterial = face.Material;
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{
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currentMaterial = face.Material;
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// Load texture
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std::shared_ptr<Texture> texture = std::make_shared<Texture>(currentMaterial->TextureFile);
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// TODO: Load material parameters
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@@ -29,18 +34,21 @@ Model::Model(OBJ &obj)
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// Face definitions
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for (auto faceDef : face.Definitions)
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{ glm::vec3 vertex;
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{
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glm::vec3 vertex;
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std::tie(vertex.x, vertex.y, vertex.z) = obj.Vertices.at(faceDef.VertexIndex - 1);
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Vertices.push_back(vertex);
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if (faceDef.NormalIndex != 0)
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{ glm::vec3 normal;
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{
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glm::vec3 normal;
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std::tie(normal.x, normal.y, normal.z) = obj.Normals.at(faceDef.NormalIndex - 1);
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Normals.push_back(normal);
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}
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if (faceDef.TextureCoordIndex != 0)
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{ glm::vec2 texCoord;
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{
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glm::vec2 texCoord;
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// TODO: W-coord?
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std::tie(texCoord.x, texCoord.y, std::ignore) = obj.TextureCoords.at(faceDef.TextureCoordIndex - 1);
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TextureCoords.push_back(texCoord);
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@@ -52,12 +60,14 @@ Model::Model(OBJ &obj)
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}
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if (Vertices.size() > 0)
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{ CreateBuffers(Vertices, Normals, TextureCoords);
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{
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CreateBuffers(Vertices, Normals, TextureCoords);
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}
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}
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bool Model::Loadobj(const char* path, std::vector <glm::vec3> &out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> &out_TextureCoords)
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{ std::vector< unsigned int > vertexIndices, TextureCoordIndices, normalIndices;
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{
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std::vector< unsigned int > vertexIndices, TextureCoordIndices, normalIndices;
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std::vector< glm::vec3 > temp_vertices;
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std::vector< glm::vec2 > temp_TextureCoords;
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std::vector< glm::vec3 > temp_normals;
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@@ -65,7 +75,8 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> &out_vertices, std
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FILE* file = fopen(path, "r");
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LOG_INFO("Loading .obj file");
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if( file == NULL )
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{ LOG_INFO("Load .obj file: failed");
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{
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LOG_INFO("Load .obj file: failed");
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return false;
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}
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char lineHeader[512];
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@@ -77,21 +88,25 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> &out_vertices, std
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int res = fscanf(file, "%s", lineHeader);
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if( res == EOF ) // EOF - End Of File
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{ for( unsigned int i = 0; i < vertexIndices.size(); i++ )
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{ unsigned int vertexIndex = vertexIndices[i];
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{
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for( unsigned int i = 0; i < vertexIndices.size(); i++ )
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{
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unsigned int vertexIndex = vertexIndices[i];
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glm::vec3 vertex = temp_vertices[ vertexIndex-1];
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out_vertices.push_back(vertex);
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}
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for( unsigned int i = 0; i < TextureCoordIndices.size(); i++ )
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{ unsigned int TextureCoordIndex = TextureCoordIndices[i];
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{
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unsigned int TextureCoordIndex = TextureCoordIndices[i];
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glm::vec2 TextureCoord = temp_TextureCoords[ TextureCoordIndex-1];
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out_TextureCoords.push_back(TextureCoord);
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}
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for( unsigned int i = 0; i < normalIndices.size(); i++ )
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{ unsigned int normalIndex = normalIndices[i];
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{
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unsigned int normalIndex = normalIndices[i];
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glm::vec3 normal = temp_normals[ normalIndex-1];
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out_normals.push_back(normal);
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}
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@@ -102,25 +117,30 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> &out_vertices, std
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}
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if( strcmp( lineHeader, "v" ) == 0 ) // vertex
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{ glm::vec3 vertex;
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{
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glm::vec3 vertex;
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fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
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temp_vertices.push_back(vertex);
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}
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else if ( strcmp( lineHeader, "vt" ) == 0 ) // texture coordinate
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{ glm::vec2 TextureCoord;
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{
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glm::vec2 TextureCoord;
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fscanf(file, "%f %f\n", &TextureCoord.x, &TextureCoord.y );
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temp_TextureCoords.push_back(TextureCoord);
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}
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else if( strcmp( lineHeader, "vn" ) == 0 ) // normal
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{ glm::vec3 normal;
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{
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glm::vec3 normal;
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fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z );
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temp_normals.push_back(normal);
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}
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else if( strcmp( lineHeader, "f" ) == 0)
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{ unsigned int vertexIndex[3], TextureCoordIndex[3], normalIndex[3];
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{
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unsigned int vertexIndex[3], TextureCoordIndex[3], normalIndex[3];
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int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &TextureCoordIndex[0], &normalIndex[0], &vertexIndex[1], &TextureCoordIndex[1], &normalIndex[1],&vertexIndex[2], &TextureCoordIndex[2], &normalIndex[2]);
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if(matches != 9)
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{ printf("File can't be read, try exporting with other options\n");
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{
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printf("File can't be read, try exporting with other options\n");
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return false;
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}
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vertexIndices.push_back(vertexIndex[0]);
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@@ -144,7 +164,8 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> &out_vertices, std
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FILE* mtlfile = fopen(fileName, "r");
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LOG_INFO("Loading .mtl file");
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if( mtlfile == NULL )
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{ LOG_INFO("Load .mtl file: failed");
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{
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LOG_INFO("Load .mtl file: failed");
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return false;
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}
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@@ -152,7 +173,8 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> &out_vertices, std
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//read the first word of the line
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while (true)
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{ int mtlres = fscanf(mtlfile, "%s", mtllineHeader);
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{
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int mtlres = fscanf(mtlfile, "%s", mtllineHeader);
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if( mtlres == EOF ) // EOF - End Of File
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{
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@@ -160,7 +182,8 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> &out_vertices, std
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break;
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}
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else if ( strcmp( mtllineHeader, "map_Kd" ) == 0 )
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{ char textureFileName[512];
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{
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char textureFileName[512];
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fscanf(mtlfile, "%s", textureFileName);
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texture.push_back(std::make_shared<Texture>(textureFileName));
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LOG_INFO("Texture Loaded\n");
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@@ -182,35 +205,41 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
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LOG_INFO("Generating VertexBuffer");
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glGenBuffers(1, &VertexBuffer);
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if (vertices.size() > 0)
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{ glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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{
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, VertexBuffer");
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}
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else
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{ LOG_WARNING("Created empty vertex buffer!");
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{
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LOG_WARNING("Created empty vertex buffer!");
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}
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LOG_INFO("Generating NormalBuffer");
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glGenBuffers(1, &NormalBuffer);
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if (normals.size() > 0)
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{ glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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{
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, NormalBuffer");
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}
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else
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{ LOG_WARNING("Created empty normal buffer!");
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{
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LOG_WARNING("Created empty normal buffer!");
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}
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LOG_INFO("Generating textureCoordBuffer");
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glGenBuffers(1, &TextureCoordBuffer);
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if (textureCoords.size() > 0)
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{ glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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{
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, TextureCoordBuffer");
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}
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else
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{ LOG_WARNING("Created empty texture coordinate buffer!");
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{
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LOG_WARNING("Created empty texture coordinate buffer!");
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}
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glGenVertexArrays(1, &VAO);
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