I made the triangle go bigger and smaller, had to rework my shader system in order to support modifying vertex points. I also spent a lot of time abstracting mesh things into classes (vertex buffer objects, vertex array object) so it’s easier to use in the future and I don’t have to work with raw opengl calls every time.
note: you may notice that the scale of the triangle doesn’t increase/decrease orderly (uniformly increasing) this is because my scale code is being called in the render, which is for every frame. This issue is usually resolved by creasing “fixed updates”; like the minecraft tick system that runs game logic (not rendering).
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