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- GLfloat vertices[] = {
- -1.0f, -1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, -1.0f,
- 1.0f, 1.0f, -1.0f,
- -1.0f, 1.0f, -1.0f,
- };
- glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
- glClearDepth( 1.0f );
- glEnable( GL_DEPTH_TEST );
- glDepthFunc( GL_LEQUAL );
- glViewport( 0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height) ); // 640 x 480
- glUseProgram(prog) // already successfully compiled and linked
- glUniform1f(glGetAttribLocation(prog, "height"), 2.0f);
- glUniform1f(glGetAttribLocation(prog, "aspect"), 4.0f/3.0f);
- glUniform1f(glGetAttribLocation(prog, "zNear"), -2.0f);
- glUniform1f(glGetAttribLocation(prog, "zFar"), 2.0f);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glGenVertexArrays(1, &vao);
- glBindVertexArray(vao);
- GLuint name = glGetAttribLocation(prog, "position");
- glEnableVertexAttribArray(name);
- glVertexAttribPointer(name, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<void*>(0));
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