-void Model::Update() {
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
-
-#ifndef NDEBUG
- if (colors.size() < vertices.size()) {
- std::cerr << "Model: not enough colors!" << std::endl;
- colors.resize(vertices.size(), { 1, 0, 1 });
- }
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
- glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_STATIC_DRAW);
-
-#ifndef NDEBUG
- if (normals.size() < vertices.size()) {
- std::cerr << "Model: not enough normals!" << std::endl;
- normals.resize(vertices.size(), { 0, 1, 0 });
- }
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
- glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), indices.data(), GL_STATIC_DRAW);
-
- dirty = false;
-}
-
-
-void Model::Draw() {