pass data (xyz, uv) with 1 buffer to shader,
bugs: 2 triangles are not painted, one is wrong positioned
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a875820f48
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9d35634c0c
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@ -6,6 +6,23 @@
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#include <vector>
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#include <vector>
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#include "Object.h"
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#include "Object.h"
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_UV 1
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#define VERTEX_COMPONENTS_XYZ 3
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#define VERTEX_COMPONENTS_UV 4
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#define VERTEX_SIZE_XYZ (sizeof(float) * VERTEX_COMPONENTS_XYZ)
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#define VERTEX_SIZE_UV (sizeof(float) * VERTEX_COMPONENTS_UV)
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#define VERTEX_OFFSET_XYZ 0
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#define VERTEX_OFFSET_UV (VERTEX_SIZE_XYZ)
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struct Vertex {
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GLfloat position[3];
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GLfloat uv[2];
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};
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class OpenGLController
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class OpenGLController
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{
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{
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////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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@ -35,10 +52,10 @@ private:
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// IDs ==========================
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// IDs ==========================
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//object data
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//object data
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GLuint gluiVertexArrayID;
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GLuint gluiVertexArrayID;
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GLuint gluiInstanceBufferID;
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GLuint gluiVertexBufferID;
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GLuint gluiVertexBufferID;
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//obj color
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//obj color
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GLuint gluiUVBufferID;
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GLuint gluiTextureID;
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GLuint gluiTextureID;
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GLuint gluiShaderPrgmID;
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GLuint gluiShaderPrgmID;
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GLuint gluiSamplerID;
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GLuint gluiSamplerID;
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@ -3,6 +3,7 @@
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// Input vertex data, different for all executions of this shader.
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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layout(location = 1) in vec2 vertexUV;
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//layout(location = 2) in mat4 mvp;
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// Output
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// Output
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out vec2 UV;
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out vec2 UV;
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@ -7,12 +7,11 @@
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#include <glm\gtc\matrix_transform.hpp>
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#include <glm\gtc\matrix_transform.hpp>
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#include "shader.hpp"
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#include "shader.hpp"
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#include "Texture.h"
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#include "Texture.h"
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#include <iostream>
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#include <iostream>
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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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//#define TEXTURE_NAME "Textures/texture32R.tga"
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/////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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// public constructor/destructor
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@ -25,7 +24,7 @@ OpenGLController* OpenGLController::getInstance(int oglMajor, int oglMinor)
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OpenGLController::~OpenGLController()
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OpenGLController::~OpenGLController()
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{
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{
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glDeleteBuffers(1, &gluiUVBufferID);
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glDeleteBuffers(1, &gluiInstanceBufferID);
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glDeleteBuffers(1, &gluiVertexBufferID);
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glDeleteBuffers(1, &gluiVertexBufferID);
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glDeleteVertexArrays(1, &gluiVertexArrayID);
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glDeleteVertexArrays(1, &gluiVertexArrayID);
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glDeleteProgram(gluiShaderPrgmID);
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glDeleteProgram(gluiShaderPrgmID);
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@ -72,7 +71,7 @@ void OpenGLController::initDefault()
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iAntiAliasingLevel = 4;
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iAntiAliasingLevel = 4;
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gluiUVBufferID = 0;
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gluiInstanceBufferID = 0;
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gluiTextureID = 0;
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gluiTextureID = 0;
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gluiShaderPrgmID = 0;
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gluiShaderPrgmID = 0;
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gluiSamplerID = 0;
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gluiSamplerID = 0;
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@ -113,7 +112,16 @@ void OpenGLController::processInit()
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glBindVertexArray(gluiVertexArrayID);
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glBindVertexArray(gluiVertexArrayID);
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glGenBuffers(1, &gluiVertexBufferID);
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glGenBuffers(1, &gluiVertexBufferID);
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glGenBuffers(1, &gluiUVBufferID);
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glGenBuffers(1, &gluiInstanceBufferID);
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// open attribute position
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glVertexAttribPointer(VERTEX_INDEX_XYZ, VERTEX_COMPONENTS_XYZ, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_XYZ);
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glVertexAttribPointer(VERTEX_INDEX_UV, VERTEX_COMPONENTS_UV, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_UV);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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// get the painter ready
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// get the painter ready
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try
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try
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@ -274,24 +282,9 @@ void OpenGLController::updateScene()
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// tell sampler to use texture unit 0
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// tell sampler to use texture unit 0
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glUniform1i(gluiSamplerID, 0);
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glUniform1i(gluiSamplerID, 0);
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// open attribute position
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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// open attribute uv
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
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//draw objects
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//draw objects
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//// TODO: for all
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glDrawArrays(GL_TRIANGLES, 0, vModels.front()->meshSize);
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glDrawArrays(GL_TRIANGLES, 0, vModels.front()->meshSize);
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//close attributes
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glfwSwapBuffers(pWindow);
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glfwSwapBuffers(pWindow);
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glfwPollEvents();
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glfwPollEvents();
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@ -357,48 +350,35 @@ void OpenGLController::loadMsh(const char * path)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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////TODO: for all
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////TODO: for all
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std::vector<GLfloat> tempVertex;
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std::vector<Vertex> tempBufferData;
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for (unsigned int i = 0; i < vModels.front()->meshSize; i++)
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for (unsigned int i = 0; i < vModels.front()->meshSize; i++)
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{
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{
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tempVertex.push_back((GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3]);
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Vertex tempVertex;
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tempVertex.push_back((GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 1]);
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tempVertex.position[0] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3];
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tempVertex.push_back((GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 2]);
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tempVertex.position[1] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 1];
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}
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tempVertex.position[2] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 2];
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(tempVertex) * tempVertex.size(),
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tempVertex.data(),
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GL_STATIC_DRAW
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);
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////TODO: for all
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std::vector<GLfloat> tempUV;
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if (vModels.front()->uv == NULL)
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if (vModels.front()->uv == NULL)
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{
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{
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for (unsigned int i = 0; i < vModels.front()->meshSize; i++)
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tempVertex.uv[0] = 1.0;
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tempUV.push_back(1.0);
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tempVertex.uv[1] = 1.0;
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}
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}
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else
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else
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{
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{
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for (unsigned int i = 0; i < vModels.front()->meshSize; i++)
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tempVertex.uv[0] = (GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2];
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{
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tempVertex.uv[1] = (GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2 + 1];
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tempUV.push_back((GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2]);
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tempUV.push_back((GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2 + 1]);
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}
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID);
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tempBufferData.push_back(tempVertex);
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}
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glBufferData(
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glBufferData(
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GL_ARRAY_BUFFER,
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GL_ARRAY_BUFFER,
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sizeof(tempUV) * tempUV.size(),
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sizeof(tempBufferData) * tempBufferData.size(),
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tempUV.data(),
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tempBufferData.data(),
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GL_STATIC_DRAW
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GL_STATIC_DRAW
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);
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);
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}
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}
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