Created Index buffer
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@@ -1,2 +1,5 @@
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Main.cpp
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Main.cpp
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LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
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LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
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glew32s.lib(glew.obj) : warning LNK4099: PDB '' was not found with 'glew32s.lib(glew.obj)' or at ''; linking object as if no debug info
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Window_practice.vcxproj -> C:\dev\Glfw_Practice\c++\Window_practice\Debug\Window_practice.exe
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Window_practice.vcxproj -> C:\dev\Glfw_Practice\c++\Window_practice\Debug\Window_practice.exe
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@@ -112,21 +112,36 @@ int main(void){
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std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
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std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
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//vertex positions
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//vertex positions
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float positions[6] = {
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float positions[] = {
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-0.5f, -0.5f, //Vertex2f
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-0.5f, -0.5f,
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0.0f, 0.5f, //Vertex2f
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0.5f, -0.5f,
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0.5f, -0.5f //Vertex2f
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0.5f, 0.5f,
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-0.5f, 0.5f
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};
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};
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//index buffer
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unsigned int indecies[]{
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0, 1, 2,
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2, 3, 0
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};
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//Vertex buffer(s)
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//Vertex buffer(s)
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unsigned int buffer;
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unsigned int buffer;
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glGenBuffers(1, &buffer); //number of buffer to generate
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glGenBuffers(1, &buffer); //number of buffer to generate
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glBindBuffer(GL_ARRAY_BUFFER, buffer); //binding the buffer
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glBindBuffer(GL_ARRAY_BUFFER, buffer); //binding the buffer
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glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 6 * 2 * sizeof(float), positions, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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//index buffer setup
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unsigned int ibo; //index buffer object
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glGenBuffers(1, &ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); //binding the buffer
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indecies, GL_STATIC_DRAW);
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ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
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ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
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std::cout << "VERTEX" << std::endl;
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std::cout << "VERTEX" << std::endl;
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std::cout << source.VertexSource << std::endl;
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std::cout << source.VertexSource << std::endl;
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@@ -143,7 +158,7 @@ int main(void){
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/* Render here */
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/* Render here */
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 3); //without index buffer
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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/* Swap front and back buffers */
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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