I'm very new to WebGL, but I'm getting close at understanding the basics.
I'm following the instructions in Jacob Seidelin's book where he explains some of the basics. I tried rebuilding one of his examples (which is not directly explained in the book).
For some reason the depth in the uModelView matrix doesn't work in my application. I also don't get any errors using the WebGLDebugUtils.
When I set the z
property of the uModelView matrix to 0 the front face of the cube fills up the screen. Since I worked with -1
to 1
in the vertices.
Here is my source code: [removed]
The shaders are located in the index.html, be they shouldn't be the problem.
I'm using gl-matrix for the matrix transformations.
Thanks in advance.
You are not using the mat4.perspective correct. Checkout the documentation:
https://github.com/toji/gl-matrix/blob/master/gl-matrix.js#L1722
You should either add the matrix as the last parameter (this is the preferred way since this does not allocate any new object):
mat4.perspective(fov, aspect, near, far, matrix);
or assign it to the matrix:
matrix = mat4.perspective(fov, aspect, near, far);