In an attempt to utilize a tutorial demonstrating the implementation of a basic triangle on the OpenGL platform in Go, users have encountered difficulties rendering the triangle effectively. Despite successfully opening the window and establishing a blue background, the triangle remains invisible.
Comparing the Go code to the working C version of the tutorial, it becomes apparent that a discrepancy exists in the usage of the vertexAttrib.AttribPointer function. In the C version, an argument of (void*)0 is provided as an array buffer offset, while in the Go implementation, nil or &gVertexBufferData[0] have both proven unsuccessful.
Further examination reveals that invoking glGetError does not yield any errors, suggesting that the underlying problem is misconfiguration rather than runtime errors.
The issue lies in the arguments passed to the vertexAttrib.AttribPointer function. The correct syntax for the Go implementation is:
<code class="go">vertexAttrib.AttribPointer( 3, // size gl.FLOAT, // type false, // normalized? 0, // stride nil) // array buffer offset</code>
Additionally, the size passed to the gl.BufferData function should be specified in bytes rather than the number of elements:
<code class="go">data := []float32{0, 1, 0, -1, -1, 0, 1, -1, 0} [...] gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, data, gl.STATIC_DRAW) [...]</code>
By incorporating these adjustments, the triangle can be successfully rendered using OpenGL in Go, allowing users to proceed with further development tasks.
The above is the detailed content of Why is My Triangle Not Rendering in OpenGL with Go?. For more information, please follow other related articles on the PHP Chinese website!