T2::T2(int i, int j) {
float *vertexBuffer = getMyVertexArray(i, j);
unsigned int *indexBuffer = getMyIndexArray(i, j);
glGenBuffer(1, &vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, numVertex * 3 * sizeof(float), vertexBuffer, GL_STREAM_DRAW);
glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)((char*)NULL));
glEnableClientState(GL_VERTEX_ARRAY);
glGenBuffer(1, &indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndexElements * sizeof(unsigned int), indexBuffer, GL_STREAM_DRAW);
glIndexPointer(GL_INT, 0, (GLvoid*)((char*)NULL));
}
void T2::draw() {
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glDrawElements(GL_TRIANGLE_STRIP, numIndexElements, GL_UNSIGNED_INT, (GLvoid*)((char*)NULL));
}