fix: assign vertex shader, unbind vao
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@@ -43,9 +43,8 @@ protected:
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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GLuint vertexShader;
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// shader type
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glCreateShader(GL_VERTEX_SHADER);
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// convert source
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const GLchar* vertexShaderSourceC = vertexShaderSource.c_str();
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// create shader object
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@@ -81,6 +80,9 @@ protected:
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
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glEnableVertexAttribArray(0);
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// unbind vertex array
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glBindVertexArray(0);
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QSurfaceFormat fmt = context()->format();
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
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