std::map<VertexAttribute, std::vector<float>> COpenGLVertexArray::SeparateVertexData(const std::vector<SVertex>& vertices)
{
std::map<VertexAttribute, std::vector<float>> vertexData;
std::vector<float>& positions = vertexData[VertexAttribute::POSITION];
std::vector<float>& textureCoordinates = vertexData[VertexAttribute::TEXTURE_COORDINATE];
std::vector<float>& colors = vertexData[VertexAttribute::COLOR];
for (const SVertex& vertex : vertices)
{
positions.insert(std::end(positions), { vertex.Position.x, vertex.Position.y, vertex.Position.z });