-- Work In Progress! local monitor = 0 local texture = -1 local vaoId = -1 local vboId = -1 local triSize = 32.0 local vertices = { 0.0, 0.0, 0.0, 0.0, 0.0, triSize, triSize, 0.0, triSize } local colors = { RL.RED, RL.RED, RL.RED, RL.GREEN, RL.GREEN, RL.GREEN, RL.BLUE, RL.BLUE, RL.BLUE } function RL.init() local mPos = RL.GetMonitorPosition( monitor ) local mSize = RL.GetMonitorSize( monitor ) local winSize = RL.GetScreenSize() RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE ) RL.SetWindowState( RL.FLAG_VSYNC_HINT ) RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } ) vaoId = RL.rlLoadVertexArray() RL.rlEnableVertexArray( vaoId ) -- vboId = RL.rlLoadVertexBuffer( vertexBuffer, RL.RL_UNSIGNED_BYTE, false ) vboId = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false ) RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 ) RL.rlEnableVertexAttribute( 0 ) RL.rlDisableVertexArray() -- RL.DrawMesh( ) -- print( "vaoId", vaoId ) -- print( "vboId", vboId ) end function RL.draw() RL.ClearBackground( { 100, 150, 100 } ) end function RL.exit() if 0 <= vaoId then RL.rlUnloadVertexArray( vaoId ) end if 0 <= vboId then RL.rlUnloadVertexBuffer( vboId ) end end