Here is the interception log:
glViewport(0,0,480,320)
glClearColor(0.000000,0.000000,0.000000,1.000000)
glClear(GL_COLOR_BUFFER_BIT)
glGenVertexArrays(1,03E92FE8)
glBindVertexArray(1)
glGenBuffers(1,03E92FEC)
glBindBuffer(GL_ARRAY_BUFFER,1)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0,4,GL_FLOAT,false,0,00000000)
glDisableVertexAttribArray(0)
glGenBuffers(1,03E92FF0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,2)
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER,0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
glBindVertexArray(1)
glCreateShader(GL_VERTEX_SHADER)=1
glShaderSource(1,1,0030F408,00000000)
glCompileShader(1)
glGetShaderiv(1,GL_COMPILE_STATUS,0030F3DC)
glGetShaderiv(1,GL_INFO_LOG_LENGTH,0030F3D0)
glGetShaderInfoLog(1,12,00000000,03D6F800)
glCreateShader(GL_FRAGMENT_SHADER)=2
glShaderSource(2,1,0030F3FC,00000000)
glCompileShader(2)
glGetShaderiv(2,GL_COMPILE_STATUS,0030F3DC)
glGetShaderiv(2,GL_INFO_LOG_LENGTH,0030F3D0)
glGetShaderInfoLog(2,12,00000000,03D6F840)
glCreateProgram()=3
glAttachShader(3,1)
glAttachShader(3,2)
glBindAttribLocation(3,0,"position")
glLinkProgram(3)
glGetProgramiv(3,GL_LINK_STATUS,0030F3F8)
glGetProgramiv(3,GL_INFO_LOG_LENGTH,0030F3EC)
glGetProgramInfoLog(3,12,00000000,03D6F900)
glValidateProgram(3)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferData(GL_ARRAY_BUFFER,48,0307D6D8,GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER,0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,2)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,6,0055C040,GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
glUseProgram(3)
glDrawElements(GL_TRIANGLES,3,GL_UNSIGNED_SHORT,00000000) GLSL=3
----->glClearColor(0.000000,0.000000,0.000000,1.000000)
----->glClear(GL_COLOR_BUFFER_BIT)
----->glBindVertexArray(1)
----->glUseProgram(3)
----->glDrawElements(GL_TRIANGLES,3,GL_UNSIGNED_SHORT,00000000)
Is something wrong with that? If not I’ll give you the code I’m using to setup and draw.