Edit: My fault, used getAttributeLocation instead of getUniformLocation.
Hi,
actually I’m very confused. I’m trying to make some simple 3D shader. So when my vertex-shader looks like this, the cube I’m rendering is perfectly visible:
#version 110
uniform mat4 camfrustum;
uniform mat4 camlocal;
uniform mat4 localpos;
attribute vec4 position;
mat4 nullmat()
{
return mat4(vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 24.0, 1.0));
}
void main()
{
gl_Position = camfrustum * nullmat() * camlocal * position;
}
But if I just change “nullmat()” to “localpos”, the cube comes invisible, altough the matrix I’m passing with localpos remains exactly the same. I already tried “transpose” (on glUniformMatrix4fv), but it didn’t work either. (The camera matrices work ok.)
Any idea’s here? If here is no error and I need to post more code, please ask for explicit parts, because my code is devided through several classes.