stuck on simple c++ opengl program [on hold]











up vote
-3
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I've been stuck for the past day on an opengl project (couldn't display any object anymore). I tried to remake everything from scratch (hence the big one file code) but it still doesn't works.



It's probably a dumb error but i can't figure it out so I hope someone can help me.
Thanks in advance :)



Main Code



#include <vector>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <imgui_impl_glfw_gl3.h>
#include "Loader.h"

void on_error(int error, const char* description)
{
std::cout << "GLFW error " << error << " : "" << description << """ << std::endl;
}

int main()
{
//Init glfw
glfwSetErrorCallback(on_error);
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

//Init window
auto window = glfwCreateWindow(1920, 1080, "gl_Crane", NULL, NULL);
if (!window) { glfwTerminate(); return -1; }
glfwMakeContextCurrent(window);

//Init glew
glewExperimental = true;
if (glewInit() != GLEW_OK) { glfwTerminate(); return -1; }

//Some opengl options
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEBUG_OUTPUT);
glDepthFunc(GL_LESS);
//glEnable(GL_CULL_FACE);

//matrices
std::vector<glm::vec3> vertices = {
{-.2f, -.2f, 0}, {0, .2f, 0}, {.2f, -.2f, 0}
};
std::vector<glm::vec3> colors = {
{1, 0, 0}, {0, 1, 0}, {0, 0, 1}
};
std::vector<GLushort> indexes = {
0, 1, 2
};

//vertexArray
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);

//vertexbuffer
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//colorbuffer
GLuint color_buffer;
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * colors.size(), colors.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//indexbuffer
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indexes.size(), indexes.data(), GL_STATIC_DRAW);

glBindVertexArray(0);

//Init shader
auto shader_program = new ShaderProgram;
shader_program->initFromFiles("../Crane/simple.vert", "../Crane/simple.frag");
//shader_program->addUniform("MVP");


ImGui_ImplGlfwGL3_Init(window, true);
glfwSwapInterval(1);

while (!glfwWindowShouldClose(window))
{
ImGui_ImplGlfwGL3_NewFrame();
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);

//maj viewport
int display_w, display_h;
glfwGetFramebufferSize(window, &display_h, &display_w);
glViewport(0, 0, display_w, display_h);

//clear screen
glClearColor(.2f, .2f, .2f, 0);
glClear(GL_COLOR_BUFFER_BIT);

//draw stuff
shader_program->use();
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

//auto mvp = glm::mat4(1);
//glUniformMatrix4fv(shader_program->uniform("MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, nullptr);

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);

shader_program->disable();
ImGui::Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader_program->disable();
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
}


Fragment shader



#version 430
in vec3 fColors;
out vec4 fragColors;
void main()
{
fragColors = vec4(fColors, 1.0);
}


Vertex shader



#version 430    
layout (location = 0) in vec4 vertexPosition;
layout (location = 1) in vec3 vertexColor;
out vec3 fColors;
void main()
{
fColors = vertexColor;
gl_Position = vertexPosition;
}


Additionally, I use the shader loader from here :
r3dux shader loader










share|improve this question







New contributor




gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











put on hold as off-topic by Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ Nov 13 at 16:57


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Code not implemented or not working as intended: Code Review is a community where programmers peer-review your working code to address issues such as security, maintainability, performance, and scalability. We require that the code be working correctly, to the best of the author's knowledge, before proceeding with a review." – Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ

If this question can be reworded to fit the rules in the help center, please edit the question.













  • Welcome to Code Review! I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Toby Speight
    Nov 13 at 16:38










  • Welcome on Code Review. If your code is not working correctly, it is off-topic for this site. You might try Stack Overflow if you can word the question in a way that fits the criteria on that page. Once your code works correctly, you're welcome to ask a new question here and we can then help you improve it!
    – Calak
    Nov 13 at 16:40










  • @TobySpeight damn, too fast for me :p
    – Calak
    Nov 13 at 16:41










  • I hesitated whether to post it here or at stackoverflow. Will try there then :)
    – gaspard thirion
    2 days ago















up vote
-3
down vote

favorite












I've been stuck for the past day on an opengl project (couldn't display any object anymore). I tried to remake everything from scratch (hence the big one file code) but it still doesn't works.



It's probably a dumb error but i can't figure it out so I hope someone can help me.
Thanks in advance :)



Main Code



#include <vector>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <imgui_impl_glfw_gl3.h>
#include "Loader.h"

void on_error(int error, const char* description)
{
std::cout << "GLFW error " << error << " : "" << description << """ << std::endl;
}

int main()
{
//Init glfw
glfwSetErrorCallback(on_error);
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

//Init window
auto window = glfwCreateWindow(1920, 1080, "gl_Crane", NULL, NULL);
if (!window) { glfwTerminate(); return -1; }
glfwMakeContextCurrent(window);

//Init glew
glewExperimental = true;
if (glewInit() != GLEW_OK) { glfwTerminate(); return -1; }

//Some opengl options
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEBUG_OUTPUT);
glDepthFunc(GL_LESS);
//glEnable(GL_CULL_FACE);

//matrices
std::vector<glm::vec3> vertices = {
{-.2f, -.2f, 0}, {0, .2f, 0}, {.2f, -.2f, 0}
};
std::vector<glm::vec3> colors = {
{1, 0, 0}, {0, 1, 0}, {0, 0, 1}
};
std::vector<GLushort> indexes = {
0, 1, 2
};

//vertexArray
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);

//vertexbuffer
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//colorbuffer
GLuint color_buffer;
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * colors.size(), colors.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//indexbuffer
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indexes.size(), indexes.data(), GL_STATIC_DRAW);

glBindVertexArray(0);

//Init shader
auto shader_program = new ShaderProgram;
shader_program->initFromFiles("../Crane/simple.vert", "../Crane/simple.frag");
//shader_program->addUniform("MVP");


ImGui_ImplGlfwGL3_Init(window, true);
glfwSwapInterval(1);

while (!glfwWindowShouldClose(window))
{
ImGui_ImplGlfwGL3_NewFrame();
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);

//maj viewport
int display_w, display_h;
glfwGetFramebufferSize(window, &display_h, &display_w);
glViewport(0, 0, display_w, display_h);

//clear screen
glClearColor(.2f, .2f, .2f, 0);
glClear(GL_COLOR_BUFFER_BIT);

//draw stuff
shader_program->use();
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

//auto mvp = glm::mat4(1);
//glUniformMatrix4fv(shader_program->uniform("MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, nullptr);

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);

shader_program->disable();
ImGui::Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader_program->disable();
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
}


Fragment shader



#version 430
in vec3 fColors;
out vec4 fragColors;
void main()
{
fragColors = vec4(fColors, 1.0);
}


Vertex shader



#version 430    
layout (location = 0) in vec4 vertexPosition;
layout (location = 1) in vec3 vertexColor;
out vec3 fColors;
void main()
{
fColors = vertexColor;
gl_Position = vertexPosition;
}


Additionally, I use the shader loader from here :
r3dux shader loader










share|improve this question







New contributor




gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











put on hold as off-topic by Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ Nov 13 at 16:57


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Code not implemented or not working as intended: Code Review is a community where programmers peer-review your working code to address issues such as security, maintainability, performance, and scalability. We require that the code be working correctly, to the best of the author's knowledge, before proceeding with a review." – Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ

If this question can be reworded to fit the rules in the help center, please edit the question.













  • Welcome to Code Review! I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Toby Speight
    Nov 13 at 16:38










  • Welcome on Code Review. If your code is not working correctly, it is off-topic for this site. You might try Stack Overflow if you can word the question in a way that fits the criteria on that page. Once your code works correctly, you're welcome to ask a new question here and we can then help you improve it!
    – Calak
    Nov 13 at 16:40










  • @TobySpeight damn, too fast for me :p
    – Calak
    Nov 13 at 16:41










  • I hesitated whether to post it here or at stackoverflow. Will try there then :)
    – gaspard thirion
    2 days ago













up vote
-3
down vote

favorite









up vote
-3
down vote

favorite











I've been stuck for the past day on an opengl project (couldn't display any object anymore). I tried to remake everything from scratch (hence the big one file code) but it still doesn't works.



It's probably a dumb error but i can't figure it out so I hope someone can help me.
Thanks in advance :)



Main Code



#include <vector>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <imgui_impl_glfw_gl3.h>
#include "Loader.h"

void on_error(int error, const char* description)
{
std::cout << "GLFW error " << error << " : "" << description << """ << std::endl;
}

int main()
{
//Init glfw
glfwSetErrorCallback(on_error);
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

//Init window
auto window = glfwCreateWindow(1920, 1080, "gl_Crane", NULL, NULL);
if (!window) { glfwTerminate(); return -1; }
glfwMakeContextCurrent(window);

//Init glew
glewExperimental = true;
if (glewInit() != GLEW_OK) { glfwTerminate(); return -1; }

//Some opengl options
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEBUG_OUTPUT);
glDepthFunc(GL_LESS);
//glEnable(GL_CULL_FACE);

//matrices
std::vector<glm::vec3> vertices = {
{-.2f, -.2f, 0}, {0, .2f, 0}, {.2f, -.2f, 0}
};
std::vector<glm::vec3> colors = {
{1, 0, 0}, {0, 1, 0}, {0, 0, 1}
};
std::vector<GLushort> indexes = {
0, 1, 2
};

//vertexArray
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);

//vertexbuffer
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//colorbuffer
GLuint color_buffer;
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * colors.size(), colors.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//indexbuffer
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indexes.size(), indexes.data(), GL_STATIC_DRAW);

glBindVertexArray(0);

//Init shader
auto shader_program = new ShaderProgram;
shader_program->initFromFiles("../Crane/simple.vert", "../Crane/simple.frag");
//shader_program->addUniform("MVP");


ImGui_ImplGlfwGL3_Init(window, true);
glfwSwapInterval(1);

while (!glfwWindowShouldClose(window))
{
ImGui_ImplGlfwGL3_NewFrame();
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);

//maj viewport
int display_w, display_h;
glfwGetFramebufferSize(window, &display_h, &display_w);
glViewport(0, 0, display_w, display_h);

//clear screen
glClearColor(.2f, .2f, .2f, 0);
glClear(GL_COLOR_BUFFER_BIT);

//draw stuff
shader_program->use();
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

//auto mvp = glm::mat4(1);
//glUniformMatrix4fv(shader_program->uniform("MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, nullptr);

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);

shader_program->disable();
ImGui::Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader_program->disable();
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
}


Fragment shader



#version 430
in vec3 fColors;
out vec4 fragColors;
void main()
{
fragColors = vec4(fColors, 1.0);
}


Vertex shader



#version 430    
layout (location = 0) in vec4 vertexPosition;
layout (location = 1) in vec3 vertexColor;
out vec3 fColors;
void main()
{
fColors = vertexColor;
gl_Position = vertexPosition;
}


Additionally, I use the shader loader from here :
r3dux shader loader










share|improve this question







New contributor




gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I've been stuck for the past day on an opengl project (couldn't display any object anymore). I tried to remake everything from scratch (hence the big one file code) but it still doesn't works.



It's probably a dumb error but i can't figure it out so I hope someone can help me.
Thanks in advance :)



Main Code



#include <vector>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <imgui_impl_glfw_gl3.h>
#include "Loader.h"

void on_error(int error, const char* description)
{
std::cout << "GLFW error " << error << " : "" << description << """ << std::endl;
}

int main()
{
//Init glfw
glfwSetErrorCallback(on_error);
if (!glfwInit()) return -1;
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

//Init window
auto window = glfwCreateWindow(1920, 1080, "gl_Crane", NULL, NULL);
if (!window) { glfwTerminate(); return -1; }
glfwMakeContextCurrent(window);

//Init glew
glewExperimental = true;
if (glewInit() != GLEW_OK) { glfwTerminate(); return -1; }

//Some opengl options
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEBUG_OUTPUT);
glDepthFunc(GL_LESS);
//glEnable(GL_CULL_FACE);

//matrices
std::vector<glm::vec3> vertices = {
{-.2f, -.2f, 0}, {0, .2f, 0}, {.2f, -.2f, 0}
};
std::vector<glm::vec3> colors = {
{1, 0, 0}, {0, 1, 0}, {0, 0, 1}
};
std::vector<GLushort> indexes = {
0, 1, 2
};

//vertexArray
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);

//vertexbuffer
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//colorbuffer
GLuint color_buffer;
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * colors.size(), colors.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);

//indexbuffer
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indexes.size(), indexes.data(), GL_STATIC_DRAW);

glBindVertexArray(0);

//Init shader
auto shader_program = new ShaderProgram;
shader_program->initFromFiles("../Crane/simple.vert", "../Crane/simple.frag");
//shader_program->addUniform("MVP");


ImGui_ImplGlfwGL3_Init(window, true);
glfwSwapInterval(1);

while (!glfwWindowShouldClose(window))
{
ImGui_ImplGlfwGL3_NewFrame();
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);

//maj viewport
int display_w, display_h;
glfwGetFramebufferSize(window, &display_h, &display_w);
glViewport(0, 0, display_w, display_h);

//clear screen
glClearColor(.2f, .2f, .2f, 0);
glClear(GL_COLOR_BUFFER_BIT);

//draw stuff
shader_program->use();
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

//auto mvp = glm::mat4(1);
//glUniformMatrix4fv(shader_program->uniform("MVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, nullptr);

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);

shader_program->disable();
ImGui::Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader_program->disable();
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
}


Fragment shader



#version 430
in vec3 fColors;
out vec4 fragColors;
void main()
{
fragColors = vec4(fColors, 1.0);
}


Vertex shader



#version 430    
layout (location = 0) in vec4 vertexPosition;
layout (location = 1) in vec3 vertexColor;
out vec3 fColors;
void main()
{
fColors = vertexColor;
gl_Position = vertexPosition;
}


Additionally, I use the shader loader from here :
r3dux shader loader







c++ opengl






share|improve this question







New contributor




gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question







New contributor




gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question






New contributor




gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked Nov 13 at 16:36









gaspard thirion

1




1




New contributor




gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






gaspard thirion is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




put on hold as off-topic by Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ Nov 13 at 16:57


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Code not implemented or not working as intended: Code Review is a community where programmers peer-review your working code to address issues such as security, maintainability, performance, and scalability. We require that the code be working correctly, to the best of the author's knowledge, before proceeding with a review." – Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ

If this question can be reworded to fit the rules in the help center, please edit the question.




put on hold as off-topic by Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ Nov 13 at 16:57


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Code not implemented or not working as intended: Code Review is a community where programmers peer-review your working code to address issues such as security, maintainability, performance, and scalability. We require that the code be working correctly, to the best of the author's knowledge, before proceeding with a review." – Toby Speight, t3chb0t, ratchet freak, 200_success, Sᴀᴍ Onᴇᴌᴀ

If this question can be reworded to fit the rules in the help center, please edit the question.












  • Welcome to Code Review! I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Toby Speight
    Nov 13 at 16:38










  • Welcome on Code Review. If your code is not working correctly, it is off-topic for this site. You might try Stack Overflow if you can word the question in a way that fits the criteria on that page. Once your code works correctly, you're welcome to ask a new question here and we can then help you improve it!
    – Calak
    Nov 13 at 16:40










  • @TobySpeight damn, too fast for me :p
    – Calak
    Nov 13 at 16:41










  • I hesitated whether to post it here or at stackoverflow. Will try there then :)
    – gaspard thirion
    2 days ago


















  • Welcome to Code Review! I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Toby Speight
    Nov 13 at 16:38










  • Welcome on Code Review. If your code is not working correctly, it is off-topic for this site. You might try Stack Overflow if you can word the question in a way that fits the criteria on that page. Once your code works correctly, you're welcome to ask a new question here and we can then help you improve it!
    – Calak
    Nov 13 at 16:40










  • @TobySpeight damn, too fast for me :p
    – Calak
    Nov 13 at 16:41










  • I hesitated whether to post it here or at stackoverflow. Will try there then :)
    – gaspard thirion
    2 days ago
















Welcome to Code Review! I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
– Toby Speight
Nov 13 at 16:38




Welcome to Code Review! I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
– Toby Speight
Nov 13 at 16:38












Welcome on Code Review. If your code is not working correctly, it is off-topic for this site. You might try Stack Overflow if you can word the question in a way that fits the criteria on that page. Once your code works correctly, you're welcome to ask a new question here and we can then help you improve it!
– Calak
Nov 13 at 16:40




Welcome on Code Review. If your code is not working correctly, it is off-topic for this site. You might try Stack Overflow if you can word the question in a way that fits the criteria on that page. Once your code works correctly, you're welcome to ask a new question here and we can then help you improve it!
– Calak
Nov 13 at 16:40












@TobySpeight damn, too fast for me :p
– Calak
Nov 13 at 16:41




@TobySpeight damn, too fast for me :p
– Calak
Nov 13 at 16:41












I hesitated whether to post it here or at stackoverflow. Will try there then :)
– gaspard thirion
2 days ago




I hesitated whether to post it here or at stackoverflow. Will try there then :)
– gaspard thirion
2 days ago















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