- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1); */
+ /* glActiveTexture(GL_TEXTURE1); */
+ /* glBindTexture(GL_TEXTURE_2D, normalMap); */
+
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2); */
+ /* glActiveTexture(GL_TEXTURE2); */
+ /* glBindTexture(GL_TEXTURE_2D, metallicMap); */
+
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3); */
+ /* glActiveTexture(GL_TEXTURE3); */
+ /* glBindTexture(GL_TEXTURE_2D, roughnessMap); */
+
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 4); */
+ /* glActiveTexture(GL_TEXTURE4); */
+ /* glBindTexture(GL_TEXTURE_2D, aoMap); */