Introduce normal mapping
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@@ -21,13 +21,21 @@ VertexArray::VertexArray(void *vertexData, void *indexData, uint32_t numVertices
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, position));
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// Normal vectors
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, normalVec));
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// UV Texture Mapping
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, textureCoords));
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// Normal vectors
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, textureCoords));
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, normalVec));
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// Tangent vectors
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, tangentVec));
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// Bitangent vectors
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, bitangentVec));
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// This will also unbind the vertex buffer and index buffer
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glBindVertexArray(0);
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