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Shouldn't you pass the indices to
glDrawElements(GL_TRIANGLES, Indices.size(), GL_UNSIGNED_INT, 0);, or am I mistaken? (only passing a size)
I'm a beginner so I'm not too sure but i'll check. Thank you!
@serene parrot Has your question been resolved? If so, type !solved :)
are you sure you are setting your texture properly with shader uniform calls?
don't mistake index of active texture with id of the texture
and drawing while using EBO can fuck up how texture is drawn, from what I remember you have to have full access to every texture uv since it doesn't use ebo to get uv repetition
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