func TestTexCoordPointer(t *testing.T) { gl.EnableClientState(gl.TEXTURE_COORD_ARRAY) gl.TexCoordPointer(3, gl.INT, 0, &array) if gl.GetError() != gl.NO_ERROR { t.Error("pointer to array failed") } gl.TexCoordPointer(3, gl.INT, 0, slice) if gl.GetError() != gl.NO_ERROR { t.Error("slice failed") } gl.DisableClientState(gl.TEXTURE_COORD_ARRAY) buf := newBuffer(16 * 4) defer buf.Delete() gl.TexCoordPointer(3, gl.INT, 0, uintptr(0)) if gl.GetError() != gl.NO_ERROR { t.Error("buffer offset failed") } }
func initGl() { h := float64(height) / float64(width) gl.ShadeModel(gl.FLAT) gl.Viewport(0, 0, width, height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0.0, 0.0, -6.0) gl.EnableClientState(gl.VERTEX_ARRAY) gl.EnableClientState(gl.TEXTURE_COORD_ARRAY) gl.VertexPointer(3, gl.FLOAT, 0, vertices) gl.TexCoordPointer(2, gl.FLOAT, 0, texCoords) }