Property::Map vertexFormat;
vertexFormat["aPosition1"] = Property::VECTOR3;
vertexFormat["aPosition2"] = Property::VECTOR3;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 20u );
- vertices.SetData( vertexData );
+ PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+ vertices.SetData( vertexData, 20u );
unsigned int indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
Property::Map indexFormat;
indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, 30u );
- indices.SetData( indexData );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+ indices.SetData( indexData, 30u );
Geometry meshGeometry = Geometry::New();
meshGeometry.AddVertexBuffer( vertices );