Thomas,

I agree with Bill that this is a great step forward in understanding how to
use opengl.

My main interest is in doing a turtle graphics app which enables multiple
turtles to appear on the screen. In the previous version I had to keep
track of the position and heading of each turtle for each of the user's
moves.
I am mostly thinking of your use of glu_Lookat to translate the turtle and
rotate the turtle. I am toying with the idea of replacing the Eye in glu_Lookat
with the current turtle's heading. But I really need to think about this
more and could use any ideas you have.

Of course I am still struggling with painting the faces of the tetrahedrons
as solid colors. They are my tentative turtles. I am now wondering if my
problem is related to the use of four-element color vectors instead of
three element. I have not found any description of how to set those things
in the kernel as you seem to have done. And does this setting conflict with
the attribute setting that I changed from 3 to 4?
(B=)

On Fri, Feb 28, 2020, 5:03 AM Thomas McGuire <[email protected]> wrote:

> At first I thought I would have to. But after doing some searching on
> shaders and OpenGL it turns out that if you don’t mind using the same
> shader, you can just send multiple objects in and different model-views
> into the original kernel (the GLSL code you are referring to).
>
> It gets a little crazy because the cube drawing program has similar names
> for things that are represented in different worlds so to speak.
>
> The kernel:
> #version 120
> #define lowp
> #define mediump
> #define highp
> attribute highp vec3 vertex;
> attribute lowp vec3 color;
> varying lowp vec4 v_color;
> uniform mat4 mvp;
> void main(void)
> {
> gl_Position = mvp * vec4(vertex,1.0);
> v_color = vec4(color,1.0);
> }
>
> [Snip]
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