int main(){
unsigned int VBO, VAO, EBO;glGenVertexArrays(1, &VAO);//一个缓冲ID生成 VAO1glGenBuffers(1, &VBO);//VBO1glGenBuffers(1, &EBO);glBindVertexArray(VAO);////绑定缓冲对象类型glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//绑定数据属性glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);//VAO被关联到Data,然后设置顶点属性指针属性,然后EnableVertexAttribArrayglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);// color attributeglVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));glEnableVertexAttribArray(1);// texture coord attributeglVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));glEnableVertexAttribArray(2);// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.// glBindVertexArray(0);// bind the VAO (it was already bound, but just to demonstrate): seeing as we only have a single VAO we can// just bind it beforehand before rendering the respective triangle; this is another approach.
while(){
glBindVertexArray(VAO);glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
