vertexFormat["aIndex"] = Property::FLOAT;
vertexFormat["aPosition"] = Property::VECTOR2;
vertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, numVertex );
- vertices.SetData( &vertexData[0] );
+ PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+ vertices.SetData( &vertexData[0], numVertex );
Property::Map indexFormat;
indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, numIndex );
- indices.SetData( &indexData[0] );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+ indices.SetData( &indexData[0], numIndex );
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertices );