#pragma once #include "BarinkEngine.h" #include ; class RenderSurface { public: RenderSurface(); ~RenderSurface(); void Draw(); private: // would normally be a material // however rendersurface is special and // thus does not contain a material Shader* shader; // Basically a mesh std::vector verts; std::vector indices; Buffer vertexBuffer; Buffer elementBuffer; VertexArray VAO; };