+void Model::Mesh::updatePosBuffer() const {
+ GLuint posLoc = glGetAttribLocation(progId, "pos");
+ GLuint posVbo = vbos[0];
+ glBindBuffer(GL_ARRAY_BUFFER, posVbo);
+ glBufferData(GL_ARRAY_BUFFER, ai.mNumVertices * sizeof(aiVector3D), ai.mVertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+