javascript - First step to take learning matrices in WEBGL -


After drawing a simple triangle in Webgl, I decided to know how to make changes. So basically I am thinking that the simplest thing I can do is write an identity matrix and multiply it for the top posts.

So I've added the code as identity matrix

  var identityMatrix = [1,0,0,0, 0,1,0,0, 0, 0 , 0,1,0, 0,0,0,1];  

Then I have added the matte 4 variable in the shader

  'uniform matte id_metrics;'  

And multiplying it for the situation (so I'm not expecting changes in the changes at all, because I multiply everything from 1)

  gl_Position = Id_matrix * vec4 (a_position, 1);  

Finally, I get the matrix in shader and fills it with my data I

  var shaderIdentityMatrix = gl.getUniformLocation (program, "id_matrix "); Gl.uniformmatrix4fv (shaderIdentityMatrix, false, new Float32Array (identity matrix);  

But after those changes, you do not see anything on the screen do what I'm doing wrong perceptions?

Here is the full code

    Canvas ID = "can" width = "400" height = "400" & gt; & Lt; / canvas & gt; & LT; script & gt; Var webgl_canvas = document.getElementById ( 'can'); Var gl = webgl_canvas.getContext ( 'experimental Vebgl'); Var triangle = [-0.8, -0.8,0,0.8, -0.8,0,0,0.8,0]]; Var recognition metrics = [1,0,0,0, 0,1,0,0, 0,0,1, 0, 0,0,0,1]; var vertexBuffer = gl.createBuffer (); Gl.bin dbuffer (gl.ARRAY_BUFFER, Vertex buffer); Gl.bufferData (gl.ARRAY_BUFFER, new float 32 Array (triangle), gl.STATIC_DRAW); Warteksbfrkitmsis = 3; vertex buffer. Anaimaitims = 3; Var vertexShader_source = 'featuring vec3 A_position; '+', as Matt 4 Aidi_matriks "+" void main () {gl_Position = id_matrix * vec4 (a_position, 1);} '; Var fragmentShader_source =' precise through float; "+" void main () {gl_FragColor = Vec4 (0.9,0,0.1,1); } '; // package shaders var buildShader = function (shaderSource, typeOfShader) {var shader = gl.createShader (typeOfShader); Gl.shaderSource (shader, shaderSource); Gl.compileShader (shader); If (! Gl.getShaderParameter (shader, gl.COMPILE_STATUS)) {Warning (gl.getShaderInfoLog (shader)); } Return shader; } Var integrated VertexShader = buildShader (vertexShader_source, gl.VERTEX_SHADER); Var CompiledFragmentShader = BuildShedder (Fission Shader_source, gl.FRAGMENT_SHADER); // Setup GLSL Program Program = gl.createProgram (); Gl.attachShader (program, compiledVertexShader); Gl.attachShader (program, compiledFragmentShader); Gl.linkProgram (program); // Draw Var Shadaridity Matrix = GGUFF Formation (Program, "ID_matrix"); Gl.uniformmatrix4fv (shaderIdentityMatrix, False, New Float32Array (Identity Matrix); Var Positioning = gl.getAttribLocation (program, "a_position"); gl.enableVertexAttribArray (positionLocation); gl.useProgram (program); Gl.vertexAttribPointer (position location, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0); Gl.drawArrays (Gl. Triyengls, 0, Vertex Bfrknm Items); & Lt; / script & gt; & Lt; / html & gt;  

  gl.uniformmatrix4fv  

currently Running shaders are currently running on the program since you can use this function No shader program is activated while doing so, so nothing is set. Calling

  gl.useProgram (program);  

Uniform Directly the Matrix 4fv details should correct your problem.

Hint: Always check the Javascript error console at least for me (Chrome) it tells me that

  WebGL: INVALID_OPERATION: Veridometrics 4fv: The location is not from the current program  

Which is a good sign To discover where the problem is.


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