I'm trying to render the simplest triangle with shaders and vertex arrays, but when I try to draw the vertex array, nothing shows up. This is the code (By the way, the draw function is being called, i checked):
Array creation:
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLfloat verts[] = {
0, 0, /*vertex 1*/ 1, 0, 0, /*color 1*/
0, 100, /*vertex 2*/ 0, 1, 0, /*color 2*/
100, 0, /*vertex 3*/ 0, 0, 1 /*color 3*/
};
glBufferData(GL_ARRAY_BUFFER, 5 * sizeof(GLfloat) * 3, verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, sizeof(GLfloat) * 2, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, sizeof(GLfloat) * 3, GL_FLOAT, false, 0, 0);
glBindVertexArray(0);
Array Render:
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
shader.vert
uniform float u_time;
uniform mat4 u_projMatrix;
in vec2 position;
in vec3 color;
out vec4 vertColor;
void main()
{
gl_Position = u_projMatrix * vec4(position, 0.0, 1.0);
vertColor = vec4(color, 1.0);
}
shader.frag
uniform float u_time;
in vec4 vertColor;
void main()
{
gl_FragColor = vertColor;
}
Projection Matrix:
glm::mat4 projection = glm::scale(glm::vec3(2.0/800.0, 2.0/600.0, 1.0));
I haven't shown the entire code in my program, but is there anything that is definitely wrong with this code?