textures and whatnot i forgot to commit for a while lol
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c0116528a7
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mdl/black.jpg
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mdl/black.jpg
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mdl/dji600.blend
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mdl/dji600.blend
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@ -1,4 +1,4 @@
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# Blender MTL File: 'untitled.blend'
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# Blender MTL File: 'dji600.blend'
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# Material Count: 1
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newmtl Material
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@ -10,4 +10,4 @@ Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd /tmp/dji600_top.jpg
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map_Kd dji600.jpg
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@ -1,7 +1,7 @@
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# Blender v2.90.1 OBJ File: 'untitled.blend'
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# Blender v2.90.1 OBJ File: 'dji600.blend'
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# www.blender.org
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mtllib dji600.mtl
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o Cylinder
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o dji600_Cylinder
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v -0.066940 0.000000 -0.115943
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v 0.066940 0.000000 -0.115943
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v 0.066940 0.000000 0.115943
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mdl/ground.jpg
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mdl/ground.jpg
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mdl/mdl.jpg
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mdl/mdl.jpg
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@ -3,5 +3,10 @@
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<qresource>
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<file>mdl/dji600.obj</file>
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<file>mdl/dji600.mtl</file>
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<file>mdl/dji600.jpg</file>
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<file>mdl/test.obj</file>
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<file>mdl/test.mtl</file>
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<file>mdl/black.jpg</file>
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<file>mdl/ground.jpg</file>
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</qresource>
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</RCC>
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@ -62,16 +62,23 @@ Drone::Drone() {
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tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
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tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
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tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
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tinyobj::real_t ts = attrib.texcoords[2*idx.texcoord_index+0];
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tinyobj::real_t tt = attrib.texcoords[2*idx.texcoord_index+1];
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verts.append(vx);
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verts.append(vy);
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verts.append(vz);
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verts.append(ts);
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verts.append(tt);
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// qDebug() << "vert" << vx << vy << vz << "tex" << ts << tt;
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}
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index_offset += fv;
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}
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}
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mesh = new OpenGLMesh(verts);
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// mesh = new OpenGLMesh(QVector<float>(attrib.vertices.begin(), attrib.vertices.end()));
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QOpenGLTexture *texture = new QOpenGLTexture(QImage(":/mdl/dji600.jpg").mirrored());
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// texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
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// texture->setMagnificationFilter(QOpenGLTexture::Linear);
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mesh = new OpenGLMesh(verts, texture);
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mesh_initialized = true;
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}
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OpenGLWidget::instance->meshes.append(*mesh);
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@ -133,6 +140,18 @@ DroneController::DroneController(const QJsonObject &json)
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}
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}
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OpenGLWidget::instance->makeCurrent();
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QOpenGLTexture *ground_tex = new QOpenGLTexture(QImage(":/mdl/ground.jpg").mirrored());
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OpenGLMesh *ground = new OpenGLMesh({
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-100, 0, -100, 0, 0,
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100, 0, -100, 1, 0,
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-100, 0, 100, 0, 1,
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100, 0, -100, 1, 0,
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-100, 0, 100, 0, 1,
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100, 0, 100, 1, 1,
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}, ground_tex);
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OpenGLWidget::instance->meshes.append(*ground);
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OpenGLWidget::instance->doneCurrent();
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connect(&timer, &QTimer::timeout, this, &DroneController::step);
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}
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@ -1,19 +1,24 @@
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#include "opengl_mesh.hh"
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#include "opengl_widget.hh"
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#include <QOpenGLFunctions>
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OpenGLMesh::OpenGLMesh(QVector<float> verts) {
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OpenGLMesh::OpenGLMesh(QVector<float> verts, QOpenGLTexture *tex)
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:tex(tex) {
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OpenGLWidget::instance->makeCurrent();
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QOpenGLFunctions_4_4_Core *glf = OpenGLWidget::instance;
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nverts = verts.size() / 3;
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nverts = verts.size() / 5;
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glf->glGenVertexArrays(1, &vao);
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glf->glGenBuffers(1, &vbo);
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glf->glBindVertexArray(vao);
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glf->glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glf->glBufferData(GL_ARRAY_BUFFER, nverts * 3 * sizeof (GLfloat), verts.data(), GL_STATIC_DRAW);
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glf->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glf->glBufferData(GL_ARRAY_BUFFER, nverts * 5 * sizeof (float), verts.data(), GL_STATIC_DRAW);
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glf->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (float), 0);
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glf->glEnableVertexAttribArray(0);
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glf->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (float), (void *) (3 * sizeof (float)));
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glf->glEnableVertexAttribArray(1);
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tex->bind();
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glf->glBindVertexArray(0);
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OpenGLWidget::instance->doneCurrent();
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}
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@ -3,15 +3,16 @@
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#include <QMatrix4x4>
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#include <QVector>
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#include <QOpenGLFunctions>
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#include <QOpenGLTexture>
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struct OpenGLMesh {
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GLuint vao, vbo;
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unsigned nverts;
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QMatrix4x4 mat;
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QOpenGLTexture *tex;
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OpenGLMesh(QVector<float> verts);
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OpenGLMesh(QVector<float> verts, QOpenGLTexture *tex);
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};
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@ -6,24 +6,31 @@
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static const GLchar *vertex_shader_source = R"glsl(
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#version 330 core
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layout(location = 0) in vec3 pos;
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layout(location = 0) in vec3 in_pos;
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layout(location = 1) in vec2 in_uv;
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out vec2 uv;
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uniform mat4 proj;
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uniform mat4 view;
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uniform mat4 model;
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void main() {
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gl_Position = proj * view * model * vec4(pos, 1.0);
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gl_Position = proj * view * model * vec4(in_pos, 1.0);
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uv = in_uv;
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}
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)glsl";
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static const GLchar *fragment_shader_source = R"glsl(
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#version 330 core
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in vec2 uv;
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out vec4 final_col;
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uniform sampler2D tex;
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void main() {
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final_col = vec4(0, 0, 0, 1);
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final_col = texture(tex, uv);
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}
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)glsl";
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@ -91,7 +98,7 @@ void OpenGLWidget::initializeGL() {
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GLuint shader_program = glCreateProgram();
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glBindFragDataLocation(shader_program, 0, "out_color");
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glBindFragDataLocation(shader_program, 0, "final_col");
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glLinkProgram(shader_program);
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glGetProgramiv(shader_program, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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@ -119,6 +126,8 @@ void OpenGLWidget::initializeGL() {
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trans.translate(0, 0, -5);
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glUniformMatrix4fv(view_attr, 1, GL_FALSE, trans.data());
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glUniform1i(glGetUniformLocation(shader_program, "tex"), 0);
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glClearColor(1, 1, 1, 0);
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glEnable(GL_DEPTH_TEST);
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@ -130,7 +139,7 @@ void OpenGLWidget::initializeGL() {
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void OpenGLWidget::resizeGL(int w, int h) {
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QMatrix4x4 projection;
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projection.perspective(FOV, (float) w/h, .1, 100);
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projection.perspective(FOV, (float) w/h, .1, 1000);
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glUniformMatrix4fv(proj_attr, 1, GL_FALSE, projection.data());
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}
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@ -141,9 +150,11 @@ void OpenGLWidget::paintGL() {
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trans.translate(0, 0, -cam_dist);
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QMatrix4x4 view = trans * rot;
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glUniformMatrix4fv(view_attr, 1, GL_FALSE, view.data());
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glActiveTexture(GL_TEXTURE0);
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for (const OpenGLMesh &mesh : meshes) {
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glUniformMatrix4fv(model_attr, 1, GL_FALSE, mesh.mat.data());
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glBindVertexArray(mesh.vao);
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mesh.tex->bind();
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glDrawArrays(GL_TRIANGLES, 0, mesh.nverts);
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}
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}
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