diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js index a0c788963b5493a404e24c8ff386851160f821d2..86e783666899ce4b1f69e38c40ab34041253ace6 100644 --- a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js +++ b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js @@ -158,6 +158,9 @@ function renderGL(canvas) { gl.drawArrays(gl.TRIANGLES, 0, 6); + gl.disableVertexAttribArray(bkgAttribute_vertexPosition); + gl.disableVertexAttribArray(bkgAttribute_textureCoord); + gl.enable(gl.DEPTH_TEST); gl.depthMask(true); gl.enable(gl.DEPTH_WRITE); @@ -240,6 +243,11 @@ function renderGL(canvas) { gl.uniformMatrix4fva(cubeUniform_mvMatrix, false, mvMatrix); gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); + + gl.disableVertexAttribArray(cubeAttribute_vertexPosition); + gl.disableVertexAttribArray(cubeAttribute_vertexColor); + gl.disableVertexAttribArray(cubeAttribute_textureCoord); + } function initBuffers() @@ -447,11 +455,8 @@ function initShaders() gl.useProgram(cubeShaderProgram); cubeAttribute_vertexPosition = gl.getAttribLocation(cubeShaderProgram, "aVertexPosition"); - gl.enableVertexAttribArray(cubeAttribute_vertexPosition); cubeAttribute_vertexColor = gl.getAttribLocation(cubeShaderProgram, "aVertexColor"); - gl.enableVertexAttribArray(cubeAttribute_vertexColor); cubeAttribute_textureCoord = gl.getAttribLocation(cubeShaderProgram, "aTextureCoord"); - gl.enableVertexAttribArray(cubeAttribute_textureCoord); cubeUniform_time = gl.getUniformLocation(cubeShaderProgram, "uTime"); cubeUniform_pMatrix = gl.getUniformLocation(cubeShaderProgram, "uPMatrix"); @@ -524,9 +529,7 @@ function initShaders() gl.useProgram(bkgShaderProgram); bkgAttribute_vertexPosition = gl.getAttribLocation(bkgShaderProgram, "aVertexPosition"); - gl.enableVertexAttribArray(bkgAttribute_vertexPosition); bkgAttribute_textureCoord = gl.getAttribLocation(bkgShaderProgram, "aTextureCoord"); - gl.enableVertexAttribArray(bkgAttribute_textureCoord); bkgUniform_time = gl.getUniformLocation(bkgShaderProgram, "uTime"); gl.bindTexture(gl.TEXTURE_2D, 0);