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Cleaning naming and usage of buffers package
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9
main.go
9
main.go
@ -92,7 +92,7 @@ func main() {
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initImGUI()
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//Enable vertex attributes
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simpleMat.SetAttribute(cubeMesh.BufObjV2)
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simpleMat.SetAttribute(cubeMesh.Buf)
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//Movement, scale and rotation
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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@ -351,15 +351,14 @@ func draw() {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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simpleMat.Bind()
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cubeMesh.BufObjV2.Bind()
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cubeMesh.Buf.Bind()
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tempModelMat := modelMat.Clone()
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gl.BindBuffer(gl.ARRAY_BUFFER, cubeMesh.BufObjV2.BufID)
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rowSize := 10
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rowSize := 100
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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gl.DrawElements(gl.TRIANGLES, cubeMesh.BufObjV2.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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gl.DrawElements(gl.TRIANGLES, cubeMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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}
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
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}
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