};
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
- GLuint position_vbo = movit::fill_vertex_attribute(program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = movit::fill_vertex_attribute(program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+ position_vbo = movit::fill_vertex_attribute(program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ texcoord_vbo = movit::fill_vertex_attribute(program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
#if 0
// Cleanup.