}
-void Entity::SetShape(const Shape *s, const glm::vec3 &color) {
+void Entity::SetShape(const Shape *s, const glm::vec3 &color, float texture) {
shape = s;
model_buffer.Clear();
- shape->Vertices(model_buffer.vertices, model_buffer.normals, model_buffer.indices);
+ shape->Vertices(model_buffer, texture);
model_buffer.colors.resize(shape->VertexCount(), color);
model.Update(model_buffer);
}