OpenGL program won't display any objects?
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
add a comment |
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
add a comment |
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
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
c++ opengl glfw glm-math
edited Nov 14 '18 at 1:05
genpfault
42.3k95399
42.3k95399
asked Nov 13 '18 at 23:26
gaspard thiriongaspard thirion
82
82
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
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.
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
add a comment |
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1 Answer
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1 Answer
1
active
oldest
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oldest
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active
oldest
votes
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.
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
add a comment |
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.
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
add a comment |
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.
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.
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
add a comment |
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
add a comment |
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