+ GLuint texCoordLoc = glGetAttribLocation(progId, "vTexCoord");
+ 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);
+
+ /* GLuint tangentLoc = glGetAttribLocation(progId, "tangent"); */
+ /* glBindBuffer(GL_ARRAY_BUFFER, tangentVbo); */
+ /* glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW); */
+ /* glEnableVertexAttribArray(tangentLoc); */
+ /* glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); */
+
+ /* GLuint bitangentLoc = glGetAttribLocation(progId, "bitangent"); */
+ /* glBindBuffer(GL_ARRAY_BUFFER, bitangentVbo); */
+ /* glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW); */
+ /* glEnableVertexAttribArray(bitangentLoc); */
+ /* glVertexAttribPointer(bitangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); */
+