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Jul 16th, 2019
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  1. // vertex setup
  2. const buffer = gl.createBuffer();
  3. const vertices = new Float32Array([
  4. 1, -1, -1, 1, 1.3, 1.5, 1,
  5. 1, -1, 1, 1.3, 1, 1.5, 1,
  6. 0, 1, 0, 1, 1, 1.75, 1
  7. ]);
  8.  
  9. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  10. gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
  11.  
  12. const length = vertices.length / 7;
  13. const mode = gl.TRIANGLE_STRIP;
  14.  
  15. return {buffer, length, mode};
  16.  
  17. // render frame
  18. gl.bindBuffer(gl.ARRAY_BUFFER, shape.buffer);
  19. gl.vertexAttribPointer(attribs.position, 3, gl.FLOAT, false, 28, 0);
  20. gl.vertexAttribPointer(attribs.color, 4, gl.FLOAT, false, 28, 12);
  21. gl.enableVertexAttribArray(attribs.position);
  22. gl.enableVertexAttribArray(attribs.color);
  23. gl.useProgram(programs.colored);
  24. gl.uniformMatrix4fv(uniforms.projection, false, projection);
  25. gl.uniformMatrix4fv(uniforms.modelView, false, modelView);
  26. gl.drawArrays(shape.mode, 0, shape.length);
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