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We are using data in a buffer that has three-tuples using unsigned integers of 4 bytes each. That type is, in OpenGL, unsigned integer.

   

We are using data in a buffer that has three-tuples using unsigned integers of 4 bytes each. That type is, in OpenGL, unsigned integer. There are 25 of these three- tuples. The data is stored in an array named vector_field. The following lines of code define the location of a variable in the vertex shader and bind a buffer to be used in the statements you will write: const int bVectorField = 4; glBindBuffer(GL_ARRAY_BUFFER, buffers [2]); a. (4 points) Write a statement that calls the function glBufferData to put the data from array vector_field into the buffer. b. (4 points) Write a statement that calls the function glVertexAttribPointer that describes the data and associates the buffer data to the variable bVectorField. You may need to look at the reference for glVertexAttribPointer online to figure out one of the arguments.

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