Im having problems to add a struct
to a OpenGL VBO
This is my struct
struct Vertex {
//vertices
std::vector<glm::vec3> vertices;
//texture coordinates
std::vector<glm::vec3> texCord;
}
This is how im assigning and initializing the VBO
glGenVertexArrays(1, &buffer.VAO);
glGenBuffers(1, &buffer.VBO);
glGenBuffers(1, &buffer.EBO);
glBindBuffer(GL_ARRAY_BUFFER, buffer.VAO);
//Initialize buffer data
glBindBuffer(GL_ARRAY_BUFFER, buffer.VBO);
glBufferData(GL_ARRAY_BUFFER,
vertex.vertices.size() * sizeof(glm::vec3) +
vertex.texCord.size() * sizeof(glm::vec3)
&vertex,
GL_STATIC_DRAW);
//indices attribute
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertex.indices.size() * sizeof(glm::vec2), &vertex.indices[0], GL_STATIC_DRAW);
//vertices coordinates attribute
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertices));
//texture coordinates attribute
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCord));
And my draw command looks like this
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(buffer.VAO);
glDrawElements(GL_TRIANGLES, vertex.indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
Is it possible to initialize buffer data with a raw struct
and if yes how?