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@madebyjeffrey
Created September 30, 2011 08:06
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void Object::draw()
{
shader.use();
GLuint var = shader.uniformLocation("projectionMatrix");
glUniformMatrix4fv(var, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
var = shader.uniformLocation("viewportTranslation");
glUniformMatrix4fv(var, 1, GL_FALSE, glm::value_ptr(viewportTranslation));
glBindBuffer(GL_ARRAY_BUFFER, object);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
shader.unuse();
}
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