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void BGLVertexArray::LoadArrays(BOOL useVertexAttribs, GLint attribLocation)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_DOUBLE, sizeof(BGLVertex), &m_1DArray_Data[0].Pos[0]);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_DOUBLE, sizeof(BGLVertex), &m_1DArray_Data[0].Norm[0]);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_DOUBLE, sizeof(BGLVertex), &m_1DArray_Data[0].TexCoords[0]);
m_attribLoc = attribLocation;
if(useVertexAttribs)
{
glEnableVertexAttribArray(m_attribLoc);
glVertexAttribPointer(m_attribLoc, 3, GL_DOUBLE, false, sizeof(BGLVertex), &m_1DArray_Data[0].CNorm[0]);
}
} |
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