fix: bind VAO before VBO
Failing to do this causes issues when trying to render multiple objects
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829baa4b53
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@ -14,7 +14,7 @@ Triangle::Triangle(GLuint shaderProgram)
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glBindVertexArray(_vao);
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glBindVertexArray(_vao);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), &_vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, _vertices.size() * sizeof(float), &_vertices[0], GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@ -46,8 +46,8 @@ void Triangle::render(float time)
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float timeValue = time;
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float timeValue = time;
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glUniform1f(timeLocation, timeValue);
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glUniform1f(timeLocation, timeValue);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBindVertexArray(_vao);
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glBindVertexArray(_vao);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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}
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