I have two sections of code and one doesn't work which leaves me to question why. I'm using OpenGL 4.1 in the program and drawing with itemediate doesn't affect anything. The purpse of the function is to draw a texture at a position provided, the first drawing code in the snippet is something I ripped of the interwebs to see if it was drawing or some other problem I was having.
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
// This will identify our vertex buffer
GLuint vertexbuffer;
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
//glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, tex.textureID);
glBegin(GL_QUADS);
glVertex3d(position.x, position.y, position.z);
//glTexCoord2i(0,0);
glVertex3d(position.x + tex.width, position.y, position.z);
//glTexCoord2i( 1,0);
glVertex3d(position.x + tex.width, position.y + tex.height, position.z);
//glTexCoord2i( 1, 1);
glVertex3d(position.x, position.y + tex.height, position.z);
//glTexCoord2i(0, 1);
glEnd();
//glDisable(GL_TEXTURE_2D);