#include "Graphics/RenderSurface.h"; RenderSurface::RenderSurface(){ shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs"); verts = std::vector{ {-0.5f, 0.5f, 0.0f}, // 0 {-0.5f, -0.5f, 0.0f}, // 1 {0.5f, -0.5f, 0.0f}, // 2 {0.5f, 0.5f, 0.0f}, // 3 }; indices = std::vector{ 0,2,1, 0,3,2 }; VAO.Create(); VAO.Bind(); vertexBuffer.createBuffer(); vertexBuffer.Bind(false); vertexBuffer.setBufferData(&verts[0], verts.size() * sizeof(glm::vec3), false); elementBuffer.createBuffer(); elementBuffer.Bind(true); elementBuffer.setBufferData(&indices[0], indices.size() * sizeof(unsigned int), true); VAO.AttachAttribute(0, 3, 0); vertexBuffer.Unbind(false); VAO.Unbind(); } RenderSurface::~RenderSurface() { delete shader; } void RenderSurface::Draw() { }