diff --git a/docs/03 Model Loading/02 Mesh.md b/docs/03 Model Loading/02 Mesh.md
index bd6fa17..1d9fc3b 100644
--- a/docs/03 Model Loading/02 Mesh.md
+++ b/docs/03 Model Loading/02 Mesh.md
@@ -82,11 +82,11 @@ void setupMesh()
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices[0], GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
- indices[0], GL_STATIC_DRAW);
+ &indices[0], GL_STATIC_DRAW);
// 顶点位置
glEnableVertexAttribArray(0);
@@ -117,7 +117,7 @@ vertex.TexCoords = glm::vec2(1.0f, 0.0f);
由于有了这个有用的特性,我们能够直接传入一大列的Vertex结构体的指针作为缓冲的数据,它们将会完美地转换为glBufferData所能用的参数:
```c++
-glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices[0], GL_STATIC_DRAW);
+glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
```
自然`sizeof`运算也可以用在结构体上来计算它的字节大小。这个应该是32字节的(8个float * 每个4字节)。