glBindBuffer(GL_ARRAY_BUFFER, buffer[0] ); glBufferData(GL_ARRAY_BUFFER, verticies.size()*sizeof(vec3), verticies.data(), GL_STATIC_DRAW); loc = glGetAttribLocation( program, "in_Position"); glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, triangles.size()*sizeof(int), triangles.data(), GL_STATIC_DRAW);
glBindVertexArray(myVAO); glDrawElements(GL_TRIANGLES, triangles.size(), GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); glBindVertexArray(0);