Specularmap support,
(fix bug in texture binding!)
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@@ -27,10 +27,6 @@ VertexBuffer::VertexBuffer(void *vertexData, void *indexData, uint32_t numVertic
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// UV Texture Mapping
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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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// Color
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, color));
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// This will also unbind the vertex buffer and index buffer
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glBindVertexArray(0);
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