Fixed broken UV coords.
Was caused by sending the incorrect number of coords per each vertex. Now there's a problem in that the UVS are flipped horizontally
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@ -23,7 +23,7 @@ namespace charcoal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, uv));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, uv));
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glVertexAttribDivisor(0, 0);
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glVertexAttribDivisor(1, 0);
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