I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this?
Creating the file object:
int index = IndexAssigner(1, 1);
//make a fileobject and store list and the index of that list in a c string
ifstream file (list[index].c_str() );
//Make another string
//string line;
points.push_back(Point());
Point p;
int face[4];
Model rendering code:
int numfloats = 4;
float* point=reinterpret_cast<float*>(&points[0]);
int num_bytes=numfloats*sizeof(float);
cout << "Size Of Point" << sizeof(Point) << endl;
GLuint vertexbuffer;
glGenVertexArrays(1, &vao[3]);
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, points.size(), &points[0]);
glEnableClientState(GL_INDEX_ARRAY);
glIndexPointer(GL_FLOAT, faces.size(), faces.data());
glEnableVertexAttribArray(0);
glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data());
glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());