Re-added VAO code to mesh building, hopefully to no error.
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f8758111dc
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8b11fd78f3
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@ -211,10 +211,15 @@ int Mesh::loadArrays(Vec3 *in_vertices, int v_count, Vec2 *in_uvs, int uv_count,
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int Mesh::buildMesh() {
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if (!(flags & MESH_LOADED)) return 1;
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if (flags & MESH_BUILT) destroyMesh();
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// generate our vertex array object
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// generate our vertex buffer object from our given points
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vec3), &vertices[0], mode);
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// unbind vao to disallow external mucking
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glBindVertexArray(0);
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flags |= MESH_BUILT;
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return 0;
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}
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