

store the vertex indices of the triangle GlBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW) GlBindBuffer(GL_ARRAY_BUFFER, vertexBuffer) Printf("Error linking program:\n%s\n", infoLog) GlGetProgramInfoLog(programObject, infoLen, NULL, infoLog) GlGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen) GlGetProgramiv(programObject, GL_LINK_STATUS, &linked) GlBindAttribLocation(programObject, 0, "vPosition") GlAttachShader(programObject, fragmentShader) GlAttachShader(programObject, vertexShader) If (vertexShader = 0 || fragmentShader = 0) VertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr) įragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr) " finalColor = vec4(vertexColor, 1.0) \n" * Initialize the shader and program object. Printf("Error compiling shader:\n%s\n", infoLog) GlGetShaderInfoLog(shader, infoLen, NULL, infoLog) GlGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen) Ĭhar* infoLog = (char*) malloc(sizeof(char) * infoLen) GlGetShaderiv(shader, GL_COMPILE_STATUS, &compiled) GlShaderSource(shader, 1, &shaderSrc, NULL) GLuint LoadShader(GLenum type, const char *shaderSrc)
