vertexFormat[ "aPosition" ] = Property::VECTOR3;
// describe vertex format ( only 2-dimensional positions )
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
vertexBuffer.SetData( vertices.data(), vertices.size() );
// create geometry
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
const float P( 0.5f );
const Vector2 vertices[] = {