allocate memory for the buffer before using it
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@ -11,7 +11,7 @@
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#define VERTEX_SHADER "Shader/TextureShader.vert"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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#define MAX_MODEL_COUNT 1000
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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@ -113,6 +113,9 @@ void OpenGLController::processInit()
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glVertexAttribDivisor(4, 1);
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glVertexAttribDivisor(5, 1);
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// set buffer size
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glBufferData(GL_ARRAY_BUFFER, MAX_MODEL_COUNT * sizeof(glm::mat4), NULL, GL_STREAM_DRAW);
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// get the painter ready
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try
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{
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