-glm::mat4 Model::Transform() const {
- return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
-}
+void Model::Draw() {
+ glEnableVertexAttribArray(ATTRIB_VERTEX);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glVertexAttribPointer(
+ ATTRIB_VERTEX, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnableVertexAttribArray(ATTRIB_COLOR);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glVertexAttribPointer(
+ ATTRIB_COLOR, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnableVertexAttribArray(ATTRIB_NORMAL);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+ glVertexAttribPointer(
+ ATTRIB_NORMAL, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );