I've tried changing the z in the vertices to a different number but it looks the same as when it has 0. I am a visual learner so any example or visual explanation will be greatly appreciated.
Without changes:
const vertices2 = [0, .4, 0,
-.6, .0, 0,
.6, 0, 0];
let dmColor2 =[1, 1, 1, 0, .5, 1, 0, .4,
.5, .5, 1, 0, .5, 1, 0, .4, 0,
0, .5, 1, 0, .5, 1, 0, .9, 0,
0, .5, 1, 0, .5, 1, 0, .9, 0];
//creates object2
dmVAO2 = gl.createVertexArray();
gl.bindVertexArray(dmVAO2);
dmVBO2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, dmVBO2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices2), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
//creates color 2
dmColorBuffer2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, dmColorBuffer2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(dmColor2), gl.STATIC_DRAW);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(1);
gl.bindVertexArray(dmVAO2);
gl.vertexAttrib1f(3, 1.0);
indices = [0, 1, 2];
gl.vertexAttrib3f(2, -1, 0, -1);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.DYNAMIC_DRAW);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
and with changes:
const vertices2 = [0, .4, .8,
-.6, .0, .8,
.6, 0, .8];
let dmColor2 =[1, 1, 1, 0, .5, 1, 0, .4,
.5, .5, 1, 0, .5, 1, 0, .4, 0,
0, .5, 1, 0, .5, 1, 0, .9, 0,
0, .5, 1, 0, .5, 1, 0, .9, 0];
//creates object2
dmVAO2 = gl.createVertexArray();
gl.bindVertexArray(dmVAO2);
dmVBO2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, dmVBO2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices2), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
//creates color 2
dmColorBuffer2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, dmColorBuffer2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(dmColor2), gl.STATIC_DRAW);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(1);
gl.bindVertexArray(dmVAO2);
gl.vertexAttrib1f(3, 1.0);
indices = [0, 1, 2];
gl.vertexAttrib3f(2, -1, 0, -1);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.DYNAMIC_DRAW);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
Am I doing something wrong or am I missing something, I really don't understand why it is not working. Looks like a 2d, Blue triangle either way.
You need to show your shaders. WebGL does not draw 3D by itself. All it does is execute 2 functions on the GPU, one, a vertex shader, to compute clip space vertices, From that it draw 2D points, lines, and triangles. While drawing those 2D points, lines, and triangles it calls the other, a fragment shader, to decide what color to make pixels. Adding a Z coordinate to your points will not provide 3d unless you write shaders that convert from 3D to 2D triangles.
Here's a whole set of articles on it with several diagrams. Be sure to read the prerequisite articles. It's not a small topic.