- dst_scene->arrvertices = dst_verts;
- dst_scene->arrindices = dst_indices;
- dst_scene->max_vertices = pscene->vertex_count;
- dst_scene->max_indices = pscene->indice_count;
+ glBindVertexArray( mesh->vao );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, ctx->indice_count*sizeof(u32),
+ ctx->arrindices, GL_STATIC_DRAW );
+
+ /* 0: coordinates */
+ glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
+ glEnableVertexAttribArray( 0 );