Question: glBindTexture (GL_TEXTURE_2D, brickTexture); glBindVertexArray (VA0) ; // User-defined VAO must be called before draw. g lm: : mat4 modelMatrix; modelMatrix = glm: : translate (modelMatrix,

glBindTexture (GL_TEXTURE_2D, brickTexture); glBindVertexArray (VA0) ; // User-defined VAO must be called before draw. g lm: : mat4 modelMatrix; modelMatrix = glm: : translate (modelMatrix, glm: : vec3(0. Of, 0.0f, 0.0f)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, g lm: : value_ptr(modelMatrix) ) ; // Draw primitive(s) glDrawElements (GL_TRIANGLES, totatIndicesCount, GL_UNSIGNED_SHORT, 0) ; // Unbind Shader exe and VOA after drawing per frame glBindVertexArray (0) ; //Incase different VA0 wii be used after glUseProgram(0); // Incase different shader will be used after /* Swap front and back buffers */ glfwSwapBuffers (window)

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