//----------------------------------------------------------------------------------- void Mesh::RenderFromIBO(GLuint vaoID, const Material& material) const { glBindVertexArray(vaoID); material.SetUpRenderState(); //Draw with IBO glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, (GLvoid*)0); glUseProgram(NULL); glBindVertexArray(NULL); material.CleanUpRenderState(); }