Created
December 19, 2012 19:16
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If I pass Vertex structure to shader attribute then it works, but if I'm passing one dimensional array, then it doesn't work
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typedef struct { | |
float Position[3]; | |
float Color[4]; | |
} Vertex; | |
const Vertex Vertices[] = { | |
{{1, -1, -7}, {1, 0, 0, 1}}, | |
{{1, 1, -7}, {0, 1, 0, 1}}, | |
{{-1, 1, -7}, {0, 0, 1, 1}}, | |
{{-1, -1, -7}, {0, 0, 0, 1}} | |
}; | |
... | |
const float cylinderVertices[] = { | |
0.8, -0.8, -7, | |
0.8, 0.8, -7, | |
-0.8, -0.8, -7, | |
-0.8, 0.8, -7, | |
}; | |
GLuint vertexBuffer; | |
glGenBuffers(1, &vertexBuffer); | |
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); | |
glBufferData(GL_ARRAY_BUFFER, 4, cylinderVertices, GL_STATIC_DRAW); | |
... | |
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 4, 0); | |
glDrawArrays(GL_LINE_STRIP, 0, 4); | |
... |
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