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Fix the code in 03-02
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@@ -82,11 +82,11 @@ void setupMesh()
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
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indices[0], GL_STATIC_DRAW);
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&indices[0], GL_STATIC_DRAW);
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// 顶点位置
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glEnableVertexAttribArray(0);
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@@ -117,7 +117,7 @@ vertex.TexCoords = glm::vec2(1.0f, 0.0f);
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由于有了这个有用的特性,我们能够直接传入一大列的<fun>Vertex</fun>结构体的指针作为缓冲的数据,它们将会完美地转换为<fun>glBufferData</fun>所能用的参数:
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```c++
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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```
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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)。
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