initialize = {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(shaderProgram);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
-0.5, 0.5,
0.5, 0.5,
-0.5, -0.5,
]),
gl.STATIC_DRAW
);
const positionAttributeLocation = gl.getAttribLocation(shaderProgram, "a_position");
const size = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const bufferOffset = 0;
gl.vertexAttribPointer(
positionAttributeLocation,
size,
type,
normalize,
stride,
bufferOffset)
gl.enableVertexAttribArray(positionAttributeLocation);
const primitiveType = gl.TRIANGLES;
const offset = 0;
const count = 3;
gl.drawArrays(primitiveType, offset, count);
}