- glClear(GL_COLOR_BUFFER_BIT);
-
- program.Use();
-
- glm::mat4 model(1.0f); // identity: no transformation
- glm::mat4 mvp(cam.MakeMVP(model));
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
-
- glEnableVertexAttribArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
- glVertexAttribPointer(
- 0, // attribute 0 (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
- glDrawArrays(
- GL_TRIANGLES, // how
- 0, // start
- 3 // len
- );
- glDisableVertexAttribArray(0);