```
// BONE
std::vector BoneW(300000);
for (int i = 0; i < indicess.size(); i++){
glm::vec4 indices_vertex = glm::vec4(verticess(indicess(i)), 1.0f);
verticesSkinned.push_back(glm::vec3(indices_vertex(0), indices_vertex(1), indices_vertex(2)));
for(int ii = 0; ii <= 21; ii++){
BoneW(i).push_back(BoneWI(indicess(i))(ii)(0));
}
}
// BONE
// weights
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, BoneW.size() * sizeof(GLfloat), &BoneW(0), GL_DYNAMIC_DRAW);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(float), ((void*)(sizeof(float)*1)));
```

How should glBufferData fields be?

Vertex Share Code

```
layout (location = 0) in vec3 aPos;
layout (location = 1) in float aWeight(23);
position += BoneTransforms(0) * vec4(aPos.x, aPos.y, aPos.z, 1.0f) * aWeight(0);
position += BoneTransforms(1) * vec4(aPos.x, aPos.y, aPos.z, 1.0f) * aWeight(1);
position += BoneTransforms(2) * vec4(aPos.x, aPos.y, aPos.z, 1.0f) * aWeight(2);
```

I want to shred the bone with the weight range?

glBufferData import vertex shader problem: S