+#ifndef NDEBUG
+ if (buf.lights.size() < buf.vertices.size()) {
+ std::cerr << "BlockModel: not enough lights!" << std::endl;
+ }
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_LIGHT]);
+ glBufferData(GL_ARRAY_BUFFER, buf.lights.size() * sizeof(float), buf.lights.data(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(ATTRIB_LIGHT);
+ glVertexAttribPointer(
+ ATTRIB_LIGHT, // location (for shader)
+ 1, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, buf.indices.size() * sizeof(Index), buf.indices.data(), GL_STATIC_DRAW);
+ count = buf.indices.size();
+}
+
+
+void BlockModel::Draw() const {
+ glBindVertexArray(va);