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Alex Rivera
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I'm going insane because I can't make a simple set of triangles appear in my screen. I'm using OpenGL3 (without the deprecated fixed pipeline) using the derelict bindings for the D programming language. Can you spot the error in the following program? It compiles just fine and doesn't throw any OpenGL/GLSL error. It just shows a blank screen with the clear color I set. import std.string; import std.conv; import derelict.opengl3.gl3; import derelict.sdl2.sdl2; immutable string minimalVertexShader = ` #version 120 attribute vec2 position; void main(void) { gl_Position = vec4(position, 0, 1); } `; immutable string minimalFragmentShader = ` #version 120 void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; void main() { DerelictSDL2.load(); DerelictGL3.load(); if (SDL_Init(SDL_INIT_VIDEO) < 0) { throw new Exception("Failed to initialize SDL: " ~ to!string(SDL_GetError())); } // Set OpenGL version SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); // Set OpenGL attributes SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); auto sdlwindow = SDL_CreateWindow("D App", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if (!sdlwindow) throw new Exception("Failed to create a SDL window: " ~ to!string(SDL_GetError())); SDL_GL_CreateContext(sdlwindow); DerelictGL3.reload(); float[] vertices = [ -1, -1, 1, -1, -1, 1, 1, 1]; ushort[] indices = [0, 1, 2, 3]; uint vbo, ibo; // Create VBO glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, vertices.sizeof, vertices.ptr, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // Create IBO glGenBuffers(1, &ibo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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