+ glBindBuffer(GL_ARRAY_BUFFER, texCoordVbo);
+ glBufferData(GL_ARRAY_BUFFER, texCoords.size() * sizeof(glm::vec2), &texCoords[0], GL_STATIC_DRAW);
+ glEnableVertexAttribArray(texCoordLoc);
+ glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
+