glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
- glDrawArrays(GL_TRIANGLES, 0, 12);
+ glDrawArrays(GL_TRIANGLES, 0, 18);
}
};
1, 0, 0, 1,
0, 0, 1, 1,
+ 0, 1, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1, 1,
+
+ 0, 1, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1, 1,
+
0, 1, 0, 1,
1, 0, 0, 1,
0, 0, 1, 1
};
- GLuint numVerts = 12;
+ GLuint numVerts = 18;
GLuint vbo;
glGenBuffers(1, &vbo);
}
void init() {
- glm::vec3 vertices[12] = {
+ glm::vec3 vertices[18] = {
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(1.0f, -1.0f, -1.0f),
glm::vec3(-1.0f, -1.0f, -1.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, -1.0f)
+ glm::vec3(1.0f, -1.0f, -1.0f),
+
+ glm::vec3(1, -1, 1),
+ glm::vec3(-1, -1, 1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(1, -1, -1),
+ glm::vec3(1, -1, 1)
};
// work out the normals
- glm::vec3 normals[12];
- for (int i = 0; i < 4; i++) {
+ glm::vec3 normals[18];
+ for (int i = 0; i < 6; i++) {
glm::vec3 a = vertices[i * 3];
glm::vec3 b = vertices[i * 3 + 1];
glm::vec3 c = vertices[i * 3 + 2];