


Why is My OpenGL Triangle Not Rendering in Go? Investigating a Vertex Buffer Issue.
OpenGL Vertex Buffer Issue in Go
In an attempt to display a triangle using OpenGL in Go, a user encountered a problem where the vertex buffer failed to render the shape. The Go code was derived from a tutorial, but unlike its C counterpart, it did not produce any output.
Cause of the Problem
The root cause of the issue lay in the arguments passed to vertexAttrib.AttribPointer(). Specifically, the user had incorrectly specified (void*)0 as the array buffer offset. This resulted in the application failing to find the vertex data.
Solution
To rectify the problem, the user switched to the work branch of the banthar bindings and made the following adjustments:
- AttribPointer Arguments: The vertexAttrib.AttribPointer() call was updated to use nil for the array buffer offset and gl.FLOAT for the data type:
<code class="go">vertexAttrib.AttribPointer( 3, // size gl.FLOAT, //type false, // normalized? 0, // stride nil) // array buffer offset</code>
- BufferData Length: The length passed to gl.BufferData() was modified to specify the size 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>
Additional Notes
- There may be a more efficient way to pass the correct length to BufferData.
- The glGetError call did not return any errors, indicating that the problem stemmed from incorrect argument values.
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