I’m trying to render two triangles that will fill the whole window and I have simple pass trough vertex shader:
#version 140
in vec4 vVertex;
void main()
{
gl_Position = vVertex;
}
Then I have the triangles in normalized device coordinates and after first creating the window everything is ok but when I use glViewport in processing of WM_SIZE it doesn’t have any effect…I mean the triangles stay in same size??
I’m using GLEW 1.10.0 as static library and I have opengl32.lib for WGL stuff.
Do you mean in absolute measure - eg compared to the screen - or compared to the window?
I would expect them to fill the whole window if the viewport gets set to (0,0,width,height) on WM_SIZE.