@@ -206,7 +206,7 @@ void main()
206206 (GL20/glUniform2f (GL20/glGetUniformLocation program " iResolution" ) window-width window-height))
207207
208208; ; Since the correct VAO is already bound, we are now ready to draw the quad.
209- (GL11/glDrawElements GL11/GL_QUADS 4 GL11/GL_UNSIGNED_INT 0 )
209+ (GL11/glDrawElements GL11/GL_QUADS ( count indices) GL11/GL_UNSIGNED_INT 0 )
210210(screenshot )
211211
212212; ; ### Finishing up
@@ -316,11 +316,11 @@ void main()
316316; ; The index array defines the order of the vertices.
317317(def indices-cube
318318 (int-array [0 1 2 3
319- 4 5 6 7
319+ 7 6 5 4
320320 0 3 7 4
321- 1 2 6 5
321+ 5 6 2 1
322322 3 2 6 7
323- 0 1 5 4 ]))
323+ 4 5 1 0 ]))
324324
325325; ; ### Initialize vertex buffer array
326326; ;
@@ -407,11 +407,12 @@ void main()
407407
408408; ; Enable depth testing and render.
409409(do
410- (GL11/glEnable GL11/GL_DEPTH_TEST)
410+ (GL11/glEnable GL11/GL_CULL_FACE)
411+ (GL11/glCullFace GL11/GL_BACK)
411412 (GL11/glClearColor 0.0 0.0 0.0 1.0 )
412413 (GL11/glClearDepth 1.0 )
413414 (GL11/glClear (bit-or GL11/GL_COLOR_BUFFER_BIT GL11/GL_DEPTH_BUFFER_BIT))
414- (GL11/glDrawElements GL11/GL_QUADS 24 GL11/GL_UNSIGNED_INT 0 )
415+ (GL11/glDrawElements GL11/GL_QUADS ( count indices-cube) GL11/GL_UNSIGNED_INT 0 )
415416 (screenshot ))
416417
417418; ; ### Finishing up
@@ -423,6 +424,9 @@ void main()
423424 (GL30/glBindVertexArray 0 )
424425 (GL15/glDeleteBuffers vao))
425426
427+ ; ; ## Approximating a sphere
428+
429+
426430(GL20/glDeleteProgram program)
427431(GL11/glDeleteTextures texture)
428432
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