use import data
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@ -103,22 +103,22 @@ void GeometryEngine::initCubeGeometry()
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23,20,21
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};
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//// Transfer vertex data to VBO 0
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//m_arrayBuf.bind();
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//m_arrayBuf.allocate(m_models->first()->segmList.front()->vertices.data(), m_models->first()->segmList.front()->vertices.size() * sizeof(VertexData));
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//// Transfer index data to VBO 1
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//m_indexBuf.bind();
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//m_indexBuf.allocate(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLushort));
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// Transfer vertex data to VBO 0
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m_arrayBuf.bind();
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m_arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(VertexData));
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m_arrayBuf.allocate(m_models->first()->segmList.front()->vertices.data(), m_models->first()->segmList.front()->vertices.size() * sizeof(VertexData));
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// Transfer index data to VBO 1
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m_indexBuf.bind();
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m_indexBuf.allocate(indices.data(), indices.size() * sizeof(GLushort));
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m_indexBuf.allocate(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLushort));
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//// Transfer vertex data to VBO 0
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//m_arrayBuf.bind();
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//m_arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(VertexData));
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//// Transfer index data to VBO 1
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//m_indexBuf.bind();
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//m_indexBuf.allocate(indices.data(), indices.size() * sizeof(GLushort));
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// load the texture
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initTexture();
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