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() }
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() }
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() }