First let me say if this is not a bug my apologies. But i think in my noobish 
experience it is.

I think i traced my problem to it in nim.

The strange behavior i get with my opengl vertices and i'm fairly certain after 
trying the same sorta thing in c++ and nim is that a vertice of 0,0,0 for x,y,z 
coords appear in the shader data when sending the vertices to the shader.

i'm certain its the first vertices of x,y,z coordinate to sent to the shader so 
maybe in nim my vector3 object is being initialized with 0,0,0? Here is my 
Vector3 object.
    
    
    type
       Vec3* = object
         x*,y*,z* : GLfloat
    
    

The more i think of this the more it would to be make sense that when nim does 
a check for the variables or object maybe the first thing it does is make it 
static in c?? i don't know for sure but thats the only thing i can think of 
that would make nim do this. And i base this off some of the posts i've read 
from araq.

but if araq or someone thinks this is a bug i will post it on github.

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