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GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
GLuint vbo_triangle;
GLuint colors_triangle;
GLfloat triangle_vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
GLfloat triangle_colors[] = {
1.0f, 0.0f, 0.0f, 1,
0.0f, 1.0f, 0.0f, 1,
0.0f, 0.0f, 1.0f, 1
};
glGenBuffers(1, &vbo_triangle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), triangle_vertices, GL_STATIC_DRAW);
glGenBuffers(1, &colors_triangle);
glBindBuffer(GL_ARRAY_BUFFER, colors_triangle);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_colors), triangle_colors, GL_STATIC_DRAW);
while(win.isOpen()) {
win.draw();
glBindAttribLocation(normal.getID(),0,"vertexPosition_modelspace");
glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glBindAttribLocation(normal.getID(),1,"vertexColor");
glBindBuffer(GL_ARRAY_BUFFER, colors_triangle);
glVertexAttribPointer(
1,
4,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES,0,3);
}
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