// Now draw!
float vertices[] = {
- 0.0f, 1.0f,
+ 0.0f, 2.0f,
0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f
+ 2.0f, 0.0f
};
GLuint vao;
GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
check_error();
cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);