{
// NOTE(Brendan): Rebuffer all the body data to the GPU.
glBindBuffer(GL_ARRAY_BUFFER, body_buffer);
- glBufferSubData(GL_ARRAY_BUFFER, 0, state->bodies.count * sizeof(Body), state->bodies.data);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, state->bodies.size_in_bytes(), state->bodies.data);
glBindBuffer(GL_ARRAY_BUFFER, -1);
glUseProgram(body_program);
glGenBuffers(1, &body_buffer);
glBindBuffer(GL_ARRAY_BUFFER, body_buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(Body) * state->bodies.count, state->bodies.data, GL_STREAM_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, state->bodies.size_in_bytes(), state->bodies.data, GL_STREAM_DRAW);
foreach (i, 1, 4)
{