So I constructed my engine with OpenGL 1.1+. I did this to make it a little easier for me to get my matrices straight. Now that I think I have, I'm working on the OpenGL 3.0+ implementation, but apparantly my scene remains black (background color). I want to know what's wrong with my code. First, lets take a look at my vertex and fragment shaders:
Vertex:
I'm passing the color white to the fragment shader because I want to implement the textures a little later, for now, I just want to be able to load models.Code :#version 130 uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; in vec3 a_Vertex; out vec4 color_output; void main() { vec4 pos = model_matrix * vec4( a_Vertex, 1.0 ); pos = view_matrix * pos; gl_Position = projection_matrix * pos; color_output = vec4( 1.0, 1.0, 1.0, 1.0 ); }
So model_matrix is the matrix that positions every model to be drawn and view_matrix positions the 'camera'. In my OpenGL 1.1 implementation, I would:
- Push the view matrix
- For each model:
- Push the model matrix
- Pop the model matrix
- Pop the view matrix
I hope I'm getting the same effect with what I'm doing right now in my vertex shader.
Fragment:
Code :#version 130 in vec4 color_input; out vec4 color_output; void main() { color_output = color_input; }
There are now compile errors and I'm convinced I don't do anything else that should fail because I don't get any access violations (segmentation fault).
Any help would be appreciated, thanks.



