Alright- going nuts here. I'm doing some WebGL and I'm trying to make an isometric cube. I don't want to use Three.js. I want to first understand what is going wrong in my code. I've been researching and the only tutorials I can find seem to be for OpenGL
At any rate- here's my drawScene function:
function drawScene() {
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, this.gl.viewportWidth / this.gl.viewportHeight, 0.1, 100.0, pMatrix);
mvMatrix = mat4.lookAt([0,0,40], [0, 0, 0], [0, 1, 0]);
_globalNext = this._first;
while(_globalNext) {
_globalNext.render();
}
}
and the render function is
function render() {
mvPushMatrix();
//transform. order matters.
mat4.translate(mvMatrix, [this._x, this._y, this._z]);
mat4.rotate(mvMatrix, 0.01745*this._rot, [this._axisX, this._axisY, this._axisZ]);
mat4.scale(mvMatrix, [this._scaleX,this._scaleY,this._scaleZ]);
//bind the buffers.
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this._positionBuff);
this.gl.vertexAttribPointer(this._shader.vertexPositionAttribute, this._positionBuff.itemSize, this.gl.FLOAT, false, 0, 0);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this._colorBuff);
this.gl.vertexAttribPointer(this._shader.vertexColorAttribute, this._colorBuff.itemSize, this.gl.FLOAT, false, 0, 0);
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this._indexBuff);
this.setMatrixUniforms(this.gl);
this.gl.drawElements(this.gl.TRIANGLES, this._indexBuff.numItems, this.gl.UNSIGNED_SHORT, 0);
if(this._usePopper == false) {
mvPopMatrix();
}
_globalNext = this._nextSib;
}
Fairly pedestrian. I'm using it to draw cubes. Anyway, in the OpenGL examples they seem to do away with the perspective function, but here if I leave it out, my scene is blank. I know that the lookAt function is working properly, and I have to do something with the perspective matrix. A little help would be appreciated. Thank you!