Esempio n. 1
0
func draw(width, height int) {
	gl.Viewport(0, 0, width, height)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.BindBuffer(gl.ARRAY_BUFFER, verticesArrayBuffer)
	gl.VertexAttribPointer(attrPos, 4, gl.FLOAT, false, 0, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, colorsArrayBuffer)
	gl.VertexAttribPointer(attrColor, 4, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, 3)
	gl.Flush()
	gl.Finish()
}
Esempio n. 2
0
func drawScene() {
	select {
	case m := <-MVP:
		gl.UniformMatrix4fv(uMVP, 1, false, m[:])
	default:
		break
	}
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	gl.Flush()
	gl.Finish()
}
Esempio n. 3
0
func draw(width, height int) {
	gl.Viewport(0, 0, width, height)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.BindBuffer(gl.ARRAY_BUFFER, verticesArrayBuffer)
	gl.VertexAttribPointer(attrPos, 4, gl.FLOAT, false, 6*4, 0)

	// bind texture - FIX size of vertex

	gl.VertexAttribPointer(attrTexIn, 2, gl.FLOAT, false, 6*4, 4*4)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, textureBuffer)
	gl.Uniform1i(unifTexture, 0)

	gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
	gl.Flush()
	gl.Finish()
}