var gl; async function main() { const canvas = document.getElementById("canvas") gl = canvas.getContext('webgl') if(!gl) { console.log("Your browser does not support webgl") return } var ext = gl.getExtension('OES_vertex_array_object'); if(!ext) { console.log("Your browser does not support webgl 2") return } gl['createVertexArray'] = function() { return ext['createVertexArrayOES'](); }; gl['deleteVertexArray'] = function(vao) { ext['deleteVertexArrayOES'](vao); }; gl['bindVertexArray'] = function(vao) { ext['bindVertexArrayOES'](vao); }; gl['isVertexArray'] = function(vao) { return ext['isVertexArrayOES'](vao); }; var shader = await Shader.load("shader/simple.vert","shader/simple.frag") var triangle = new Mesh(3) .store([0.0, 0.5, -0.5, -0.5, 0.5, -0.5], 2) .store([1.0, 1.0, 0.0, 0.7, 0.0, 1.0, 0.1, 1.0, 0.6], 3) .finish() gl.useProgram(shader) triangle.bind() gl.drawArrays(gl.TRIANGLES, 0, triangle.vertexCount) } main()