Comments (4)
anybody there?
What is the bug?
why it would not working?
gl.useProgram(obj1.programInfo.program);
twgl.setBuffersAndAttributes(gl, obj1.programInfo , obj1.bufferInfo);
twgl.setUniforms(obj1.programInfo, uniforms);
gl.drawArraysInstanced(obj1.type, 0, 4, obj1Count);
gl.useProgram(obj2.programInfo.program);
twgl.setBuffersAndAttributes(gl, obj2.programInfo , obj2.bufferInfo);
twgl.setUniforms(obj2.programInfo, uniforms);
gl.drawArrays(obj2.type, 0, obj2Count);`
from twgl.js.
You need to use vertex array objects OR you need to manually set the divisors back to zero some other way.
You can make VertexArrayInfo
from the example like this
const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
const vertexArrayInfo = twgl.createVertexArrayInfo(gl, programInfo, bufferInfo);
And use them like this
gl.useProgram(obj1.programInfo.program);
twgl.setBuffersAndAttributes(gl, obj1.programInfo , obj1.vertexArrayinfo);
twgl.setUniforms(obj1.programInfo, uniforms);
gl.drawArraysInstanced(obj1.type, 0, 4, obj1Count);
gl.useProgram(obj2.programInfo.program);
twgl.setBuffersAndAttributes(gl, obj2.programInfo , obj2.vertexArrayInfo);
twgl.setUniforms(obj2.programInfo, uniforms);
gl.drawArrays(obj2.type, 0, obj2Count);`
from twgl.js.
v3.7.0 supports using drawBufferInfo
or drawObjectList
. Updated example
from twgl.js.
thank you so much
from twgl.js.
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