Pyramid is not appearing on the canvas WEB GL












1















I am trying to create two objects an octagon and a pyramid on the canvas. The octagon is appearing without any problem but the pyramid is not. I am attaching the code of the pyramid.



pyramidPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidPositionBuffer);

let pyramidVerts = [
0.0, 0.5, 0.0, //0
-0.5, 0.0, -0.5, //1
0.5, 0.0, -0.5, //2
0.5, 0.0, 0.5, //3
-0.5, 0.0, 0.5 //4
];

pyramidPositionBuffer.itemSize = 3;
pyramidPositionBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidVerts), gl.STATIC_DRAW);

pyramidColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);

let pyramidColors = [
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0
];

pyramidColorBuffer.itemSize = 4;
pyramidColorBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);

pyramidIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

let pyramidIndeces = [
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 1
];

pyramidIndexBuffer.itemSize = 1;
pyramidIndexBuffer.numItems = 12;
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(pyramidIndeces), gl.STATIC_DRAW);

}

function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);

mat4.identity(mvMatrix);

mat4.translate(mvMatrix, [-1.5, 0.0, -6.5]); // We store a translation to our matrix, so when the first object is drawn it will be in that position.

// Connect the attributes with the shaders and draw...
gl.bindBuffer(gl.ARRAY_BUFFER,octagonPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, octagonPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, octagonColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, octagonColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, octagonIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, octagonIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);

mat4.translate(mvMatrix, [2.8, 0.0, 0.0]);
gl.bindBuffer(gl.ARRAY_BUFFER,pyramidPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, pyramidPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, pyramidColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, pyramidIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}


I created the pyramid with the same way I created the octagon but for some reason it is not appearing. If I try to draw the octagon two times it has no problem.










share|improve this question























  • If you take some time to learn about the JavaScript console in your browser it would have told you these errors.

    – gman
    Nov 23 '18 at 1:51
















1















I am trying to create two objects an octagon and a pyramid on the canvas. The octagon is appearing without any problem but the pyramid is not. I am attaching the code of the pyramid.



pyramidPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidPositionBuffer);

let pyramidVerts = [
0.0, 0.5, 0.0, //0
-0.5, 0.0, -0.5, //1
0.5, 0.0, -0.5, //2
0.5, 0.0, 0.5, //3
-0.5, 0.0, 0.5 //4
];

pyramidPositionBuffer.itemSize = 3;
pyramidPositionBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidVerts), gl.STATIC_DRAW);

pyramidColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);

let pyramidColors = [
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0
];

pyramidColorBuffer.itemSize = 4;
pyramidColorBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);

pyramidIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

let pyramidIndeces = [
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 1
];

pyramidIndexBuffer.itemSize = 1;
pyramidIndexBuffer.numItems = 12;
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(pyramidIndeces), gl.STATIC_DRAW);

}

function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);

mat4.identity(mvMatrix);

mat4.translate(mvMatrix, [-1.5, 0.0, -6.5]); // We store a translation to our matrix, so when the first object is drawn it will be in that position.

// Connect the attributes with the shaders and draw...
gl.bindBuffer(gl.ARRAY_BUFFER,octagonPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, octagonPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, octagonColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, octagonColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, octagonIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, octagonIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);

mat4.translate(mvMatrix, [2.8, 0.0, 0.0]);
gl.bindBuffer(gl.ARRAY_BUFFER,pyramidPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, pyramidPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, pyramidColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, pyramidIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}


I created the pyramid with the same way I created the octagon but for some reason it is not appearing. If I try to draw the octagon two times it has no problem.










share|improve this question























  • If you take some time to learn about the JavaScript console in your browser it would have told you these errors.

    – gman
    Nov 23 '18 at 1:51














1












1








1








I am trying to create two objects an octagon and a pyramid on the canvas. The octagon is appearing without any problem but the pyramid is not. I am attaching the code of the pyramid.



pyramidPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidPositionBuffer);

let pyramidVerts = [
0.0, 0.5, 0.0, //0
-0.5, 0.0, -0.5, //1
0.5, 0.0, -0.5, //2
0.5, 0.0, 0.5, //3
-0.5, 0.0, 0.5 //4
];

pyramidPositionBuffer.itemSize = 3;
pyramidPositionBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidVerts), gl.STATIC_DRAW);

pyramidColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);

let pyramidColors = [
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0
];

pyramidColorBuffer.itemSize = 4;
pyramidColorBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);

pyramidIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

let pyramidIndeces = [
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 1
];

pyramidIndexBuffer.itemSize = 1;
pyramidIndexBuffer.numItems = 12;
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(pyramidIndeces), gl.STATIC_DRAW);

}

function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);

mat4.identity(mvMatrix);

mat4.translate(mvMatrix, [-1.5, 0.0, -6.5]); // We store a translation to our matrix, so when the first object is drawn it will be in that position.

// Connect the attributes with the shaders and draw...
gl.bindBuffer(gl.ARRAY_BUFFER,octagonPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, octagonPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, octagonColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, octagonColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, octagonIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, octagonIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);

mat4.translate(mvMatrix, [2.8, 0.0, 0.0]);
gl.bindBuffer(gl.ARRAY_BUFFER,pyramidPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, pyramidPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, pyramidColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, pyramidIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}


I created the pyramid with the same way I created the octagon but for some reason it is not appearing. If I try to draw the octagon two times it has no problem.










share|improve this question














I am trying to create two objects an octagon and a pyramid on the canvas. The octagon is appearing without any problem but the pyramid is not. I am attaching the code of the pyramid.



pyramidPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidPositionBuffer);

let pyramidVerts = [
0.0, 0.5, 0.0, //0
-0.5, 0.0, -0.5, //1
0.5, 0.0, -0.5, //2
0.5, 0.0, 0.5, //3
-0.5, 0.0, 0.5 //4
];

pyramidPositionBuffer.itemSize = 3;
pyramidPositionBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidVerts), gl.STATIC_DRAW);

pyramidColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);

let pyramidColors = [
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0
];

pyramidColorBuffer.itemSize = 4;
pyramidColorBuffer.numItems = 5;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);

pyramidIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

let pyramidIndeces = [
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 1
];

pyramidIndexBuffer.itemSize = 1;
pyramidIndexBuffer.numItems = 12;
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(pyramidIndeces), gl.STATIC_DRAW);

}

function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);

mat4.identity(mvMatrix);

mat4.translate(mvMatrix, [-1.5, 0.0, -6.5]); // We store a translation to our matrix, so when the first object is drawn it will be in that position.

// Connect the attributes with the shaders and draw...
gl.bindBuffer(gl.ARRAY_BUFFER,octagonPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, octagonPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, octagonColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, octagonColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, octagonIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, octagonIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);

mat4.translate(mvMatrix, [2.8, 0.0, 0.0]);
gl.bindBuffer(gl.ARRAY_BUFFER,pyramidPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, pyramidPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, pyramidColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, pyramidColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pyramidIndexBuffer);

setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, pyramidIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}


I created the pyramid with the same way I created the octagon but for some reason it is not appearing. If I try to draw the octagon two times it has no problem.







javascript html5 canvas webgl






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 22 '18 at 14:17









JaneJane

205




205













  • If you take some time to learn about the JavaScript console in your browser it would have told you these errors.

    – gman
    Nov 23 '18 at 1:51



















  • If you take some time to learn about the JavaScript console in your browser it would have told you these errors.

    – gman
    Nov 23 '18 at 1:51

















If you take some time to learn about the JavaScript console in your browser it would have told you these errors.

– gman
Nov 23 '18 at 1:51





If you take some time to learn about the JavaScript console in your browser it would have told you these errors.

– gman
Nov 23 '18 at 1:51












1 Answer
1






active

oldest

votes


















1














There are 2 issues in the line



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);


STATIC_DRAWS is not a valid enumeration constant, the correct name is STATIC_DRAW. In this case you should get an INVALID_ENUM error.



pyramidColorBuffer is the buffer object (pyramidColorBuffer = gl.createBuffer()), but not the array for the generic vertex attributes data. The name of the array is pyramidColors. In this case you should get an INVALID_OPERATION error.



Change the line to



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColors), gl.STATIC_DRAW);


to solve the issue.



Enable of the generic vertex attribute arrays is missing in your code:



gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute );
gl.enableVertexAttribArray( shaderProgram.vertexColorAttribute );


But possibly this is only missing in the code snippet which you have posted in your question.






share|improve this answer


























  • Thank you very much. I changed what you said and now it is finally working. Thanks again!

    – Jane
    Nov 22 '18 at 20:00











  • @Jane You're welcome

    – Rabbid76
    Nov 22 '18 at 20:01











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1 Answer
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1 Answer
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active

oldest

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active

oldest

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active

oldest

votes









1














There are 2 issues in the line



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);


STATIC_DRAWS is not a valid enumeration constant, the correct name is STATIC_DRAW. In this case you should get an INVALID_ENUM error.



pyramidColorBuffer is the buffer object (pyramidColorBuffer = gl.createBuffer()), but not the array for the generic vertex attributes data. The name of the array is pyramidColors. In this case you should get an INVALID_OPERATION error.



Change the line to



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColors), gl.STATIC_DRAW);


to solve the issue.



Enable of the generic vertex attribute arrays is missing in your code:



gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute );
gl.enableVertexAttribArray( shaderProgram.vertexColorAttribute );


But possibly this is only missing in the code snippet which you have posted in your question.






share|improve this answer


























  • Thank you very much. I changed what you said and now it is finally working. Thanks again!

    – Jane
    Nov 22 '18 at 20:00











  • @Jane You're welcome

    – Rabbid76
    Nov 22 '18 at 20:01
















1














There are 2 issues in the line



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);


STATIC_DRAWS is not a valid enumeration constant, the correct name is STATIC_DRAW. In this case you should get an INVALID_ENUM error.



pyramidColorBuffer is the buffer object (pyramidColorBuffer = gl.createBuffer()), but not the array for the generic vertex attributes data. The name of the array is pyramidColors. In this case you should get an INVALID_OPERATION error.



Change the line to



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColors), gl.STATIC_DRAW);


to solve the issue.



Enable of the generic vertex attribute arrays is missing in your code:



gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute );
gl.enableVertexAttribArray( shaderProgram.vertexColorAttribute );


But possibly this is only missing in the code snippet which you have posted in your question.






share|improve this answer


























  • Thank you very much. I changed what you said and now it is finally working. Thanks again!

    – Jane
    Nov 22 '18 at 20:00











  • @Jane You're welcome

    – Rabbid76
    Nov 22 '18 at 20:01














1












1








1







There are 2 issues in the line



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);


STATIC_DRAWS is not a valid enumeration constant, the correct name is STATIC_DRAW. In this case you should get an INVALID_ENUM error.



pyramidColorBuffer is the buffer object (pyramidColorBuffer = gl.createBuffer()), but not the array for the generic vertex attributes data. The name of the array is pyramidColors. In this case you should get an INVALID_OPERATION error.



Change the line to



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColors), gl.STATIC_DRAW);


to solve the issue.



Enable of the generic vertex attribute arrays is missing in your code:



gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute );
gl.enableVertexAttribArray( shaderProgram.vertexColorAttribute );


But possibly this is only missing in the code snippet which you have posted in your question.






share|improve this answer















There are 2 issues in the line



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColorBuffer),gl.STATIC_DRAWS);


STATIC_DRAWS is not a valid enumeration constant, the correct name is STATIC_DRAW. In this case you should get an INVALID_ENUM error.



pyramidColorBuffer is the buffer object (pyramidColorBuffer = gl.createBuffer()), but not the array for the generic vertex attributes data. The name of the array is pyramidColors. In this case you should get an INVALID_OPERATION error.



Change the line to



gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pyramidColors), gl.STATIC_DRAW);


to solve the issue.



Enable of the generic vertex attribute arrays is missing in your code:



gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute );
gl.enableVertexAttribArray( shaderProgram.vertexColorAttribute );


But possibly this is only missing in the code snippet which you have posted in your question.







share|improve this answer














share|improve this answer



share|improve this answer








edited Nov 22 '18 at 18:31

























answered Nov 22 '18 at 18:19









Rabbid76Rabbid76

35.3k113147




35.3k113147













  • Thank you very much. I changed what you said and now it is finally working. Thanks again!

    – Jane
    Nov 22 '18 at 20:00











  • @Jane You're welcome

    – Rabbid76
    Nov 22 '18 at 20:01



















  • Thank you very much. I changed what you said and now it is finally working. Thanks again!

    – Jane
    Nov 22 '18 at 20:00











  • @Jane You're welcome

    – Rabbid76
    Nov 22 '18 at 20:01

















Thank you very much. I changed what you said and now it is finally working. Thanks again!

– Jane
Nov 22 '18 at 20:00





Thank you very much. I changed what you said and now it is finally working. Thanks again!

– Jane
Nov 22 '18 at 20:00













@Jane You're welcome

– Rabbid76
Nov 22 '18 at 20:01





@Jane You're welcome

– Rabbid76
Nov 22 '18 at 20:01


















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