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Why doesn't the square "render"?
My code just opens a window. And I also expect a square.
func init() {
runtime.LockOSThread()
}
func main() {
if err := glfw.Init(); err != nil {
log.Fatal(err)
}
defer glfw.Terminate()
window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
if err != nil {
log.Fatal(err)
}
window.MakeContextCurrent()
if err := gl.Init(); err != nil {
log.Fatal(err)
}
for !window.ShouldClose() {
// Do OpenGL stuff.
window.SwapBuffers()
glfw.PollEvents()
//делаем квадрат
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Begin(gl.QUADS)
gl.Color3f(1.0, 1.0, 1.0)
gl.Vertex2i(250, 450)
gl.Color3f(0.0, 0.0, 1.0)
gl.Vertex2i(250, 150)
gl.Color3f(0.0, 1.0, 0.0)
gl.Vertex2i(550, 150)
gl.Color3f(1.0, 0.0, 0.0)
gl.Vertex2i(550, 450)
gl.End()
}
}
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I don't see setting world, view and projection matrices. Campaign it is really rendered, but the camera just does not look there. Plus, you need to explicitly specify a color for clearing the screen, to be sure.
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