glEnableVertexAttribArray(0);
// Normal vector
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
}
else if (mode == MeshMode::SCREEN_SPACE_UV) {