OpenGL program won't display any objects?










1















An OpenGL project can't display any object anymore. I tried to remake everything from scratch but it still doesn't works.



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




























    1















    An OpenGL project can't display any object anymore. I tried to remake everything from scratch but it still doesn't works.



    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


























      1












      1








      1








      An OpenGL project can't display any object anymore. I tried to remake everything from scratch but it still doesn't works.



      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
















      An OpenGL project can't display any object anymore. I tried to remake everything from scratch but it still doesn't works.



      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 glfw glm-math






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 14 '18 at 1:05









      genpfault

      42.3k95399




      42.3k95399










      asked Nov 13 '18 at 23:26









      gaspard thiriongaspard thirion

      82




      82






















          1 Answer
          1






          active

          oldest

          votes


















          4














          In your program the Depth Test (glEnable(GL_DEPTH_TEST)).

          The depth of a fragment is stored in a separate buffer. This buffer has to be cleared too, at the begin of every frame, as you do it with the color buffer. See glClear:



          glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


          Of course, if you would disable the depth test, then you would "see" the triangle, too.






          share|improve this answer























          • I got the same answer from another source as well and it is correct. Thanks you :)

            – gaspard thirion
            Nov 14 '18 at 6:59











          • @gaspardthirion You're welcome.

            – Rabbid76
            Nov 14 '18 at 7:02










          Your Answer






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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          4














          In your program the Depth Test (glEnable(GL_DEPTH_TEST)).

          The depth of a fragment is stored in a separate buffer. This buffer has to be cleared too, at the begin of every frame, as you do it with the color buffer. See glClear:



          glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


          Of course, if you would disable the depth test, then you would "see" the triangle, too.






          share|improve this answer























          • I got the same answer from another source as well and it is correct. Thanks you :)

            – gaspard thirion
            Nov 14 '18 at 6:59











          • @gaspardthirion You're welcome.

            – Rabbid76
            Nov 14 '18 at 7:02















          4














          In your program the Depth Test (glEnable(GL_DEPTH_TEST)).

          The depth of a fragment is stored in a separate buffer. This buffer has to be cleared too, at the begin of every frame, as you do it with the color buffer. See glClear:



          glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


          Of course, if you would disable the depth test, then you would "see" the triangle, too.






          share|improve this answer























          • I got the same answer from another source as well and it is correct. Thanks you :)

            – gaspard thirion
            Nov 14 '18 at 6:59











          • @gaspardthirion You're welcome.

            – Rabbid76
            Nov 14 '18 at 7:02













          4












          4








          4







          In your program the Depth Test (glEnable(GL_DEPTH_TEST)).

          The depth of a fragment is stored in a separate buffer. This buffer has to be cleared too, at the begin of every frame, as you do it with the color buffer. See glClear:



          glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


          Of course, if you would disable the depth test, then you would "see" the triangle, too.






          share|improve this answer













          In your program the Depth Test (glEnable(GL_DEPTH_TEST)).

          The depth of a fragment is stored in a separate buffer. This buffer has to be cleared too, at the begin of every frame, as you do it with the color buffer. See glClear:



          glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


          Of course, if you would disable the depth test, then you would "see" the triangle, too.







          share|improve this answer












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          answered Nov 14 '18 at 6:03









          Rabbid76Rabbid76

          39.3k123250




          39.3k123250












          • I got the same answer from another source as well and it is correct. Thanks you :)

            – gaspard thirion
            Nov 14 '18 at 6:59











          • @gaspardthirion You're welcome.

            – Rabbid76
            Nov 14 '18 at 7:02

















          • I got the same answer from another source as well and it is correct. Thanks you :)

            – gaspard thirion
            Nov 14 '18 at 6:59











          • @gaspardthirion You're welcome.

            – Rabbid76
            Nov 14 '18 at 7:02
















          I got the same answer from another source as well and it is correct. Thanks you :)

          – gaspard thirion
          Nov 14 '18 at 6:59





          I got the same answer from another source as well and it is correct. Thanks you :)

          – gaspard thirion
          Nov 14 '18 at 6:59













          @gaspardthirion You're welcome.

          – Rabbid76
          Nov 14 '18 at 7:02





          @gaspardthirion You're welcome.

          – Rabbid76
          Nov 14 '18 at 7:02



















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