I tried to incoporate your change into shader.ijs with f8/f9 to change value for gl_translate. The changes lines are marked by NB. <<<<< pressing f8/f9 can trigger repaint and the matrix display also updated, but I can't see the cube at all. Pressing F10 to start original code, the cube came back. I did not pursue further but hope this is enough to answer your question about how to repaint.
cocurrent 'demoshader' mp=: +/ . * sprog=: 0 GLSL=: 0 STOP=: 0 NB. <<<<< TN=: 1 NB. <<<<< A=: 0 : 0 pc a; minwh 300 300;cc g opengl flush; rem form end; ) a_run=: 3 : 0 NB. if. -. checkrequire_qtdemo_ 'gles';'api/gles' do. return. end. NB. <<<<< require 'gl2' coinsert 'jgl2' require 'gles' coinsert 'jgles' require '~addons/ide/qt/opengl.ijs' coinsert 'qtopengl' STEPS=: 100 R=: 20 30 0 EYE=: 0 0 1 LR=: UD=: IO=: 0 UP=: 0 1 0 wd A HD=: ".wd'qhwndc g' wd 'ptimer 100' wd 'pshow' ) a_g_initialize=: 3 : 0 if. p=. >@{. glGetString GL_VERSION do. smoutput 'GL_VERSION: ', memr 0 _1 2,~ p end. if. 0=p do. smoutput 'cannot retrieve GL_VERSION' return. end. if. p=. >@{. glGetString GL_VENDOR do. smoutput 'GL_VENDOR: ', memr 0 _1 2,~ p end. if. p=. >@{. glGetString GL_RENDERER do. smoutput 'GL_RENDERER: ', memr 0 _1 2,~ p end. if. p=. >@{. glGetString GL_SHADING_LANGUAGE_VERSION do. smoutput 'GL_SHADING_LANGUAGE_VERSION: ', memr 0 _1 2,~ p end. GLSL=: wglGLSL'' wglPROC'' sprog=: 0 if. GLSL>120 do. vsrc=. vsrc2 fsrc=. fsrc2 else. vsrc=. vsrc1 fsrc=. fsrc1 if. 0=GLES_VERSION_jgles_ do. vsrc=. vsrc,~ '#define lowp', LF, '#define mediump', LF, '#define highp', LF fsrc=. fsrc,~ '#define lowp', LF, '#define mediump', LF, '#define highp', LF end. end. vsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';' es'),LF,vsrc fsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';' es'),LF,fsrc if.(GLSL>:300)*.0~:GLES_VERSION_jgles_ do. fsrc=. ('void main';'out vec4 gl_FragColor;',LF,'void main') stringreplace fsrc end. smoutput vsrc smoutput fsrc 'err program'=. gl_makeprogram vsrc;fsrc if. #err do. smoutput err return. end. vertexAttr=: >@{. glGetAttribLocation program;'vertex' assert. _1~: vertexAttr colorAttr=: >@{. glGetAttribLocation program;'color' assert. _1~: colorAttr mvpUni=: >@{. glGetUniformLocation program;'mvp' assert. _1~: mvpUni glGenBuffers 2;vbo=: 2#_1 glBindBuffer GL_ARRAY_BUFFER; {.vbo glBufferData GL_ARRAY_BUFFER; (#vertexData); (symdat <'vertexData'); GL_STATIC_DRAW glBindBuffer GL_ARRAY_BUFFER; {:vbo glBufferData GL_ARRAY_BUFFER; (#colorData); (symdat <'colorData'); GL_STATIC_DRAW glBindBuffer GL_ARRAY_BUFFER; 0 sprog=: program glClearColor 0; 0; 1; 0 ) a_g_char=: 3 : 0 if. 0=#sysdata do. return. end. R=: 360 | R + 2 * 'xyz' = 0 { sysdata k=. 0{sysdata STEPS=: 200 <. STEPS + 's' = k STEPS=: 3 >. STEPS - 'a' = k LR=: LR - 0.01*'l'=k LR=: LR + 0.01*'r'=k gl_paint'' ) a_timer=: 3 : 0 if. 0=STOP do. return. end. R=: 360 | R + 2 * 1 1 1 gl_sel HD gl_paint'' ) a_g_paint=: 3 : 0 if. 0=sprog do. return. end. wh=. gl_qwh'' glClearColor 0 0 0 0 glClear GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT glUseProgram sprog glEnable GL_DEPTH_TEST glEnable GL_CULL_FACE NB. matrix convention: current matrix on the left NB. note pre-multiplication NB. model-view NB. <<<<< if. 0=STOP do. mvp=: gl_Translate 20 3 0 * TN*0.001 else. mvp=: (gl_Rotate (0{R), 1 0 0 ) mp (gl_Rotate (1{R), 0 1 0) mp (gl_Rotate (2{R), 0 0 1) mp (gl_Scale STEPS%100) mp (gl_Translate 0 0 _8) mp glu_LookAt EYE,LR,UD,IO,UP end. NB. <<<<< NB. projection mvp=: mvp mp gl_Perspective 30, (%/wh),1 10 NB. note GL_FALSE, no transpose glUniformMatrix4fv mvpUni; 1; GL_FALSE; mvp glBindBuffer GL_ARRAY_BUFFER; {.vbo glEnableVertexAttribArray vertexAttr glVertexAttribPointer vertexAttr; 3; GL_FLOAT; 0; 0; 0 glBindBuffer GL_ARRAY_BUFFER; {:vbo glEnableVertexAttribArray colorAttr glVertexAttribPointer colorAttr; 3; GL_FLOAT; 0; 0; 0 glDrawArrays GL_TRIANGLES; 0; 36 glBindBuffer GL_ARRAY_BUFFER; 0 glDisableVertexAttribArray colorAttr glDisableVertexAttribArray vertexAttr glDisable GL_DEPTH_TEST glDisable GL_CULL_FACE glUseProgram 0 gl_clear '' gl_rgb 255 255 255 gl_textcolor '' gl_textxy 10 30 gl_text 'keys: x y z a s l r F10' gl_textxy 10 50 gl_text 'scale: ',":STEPS%100 gl_textxy 10 70 gl_text 'angle: ',":R gl_textxy 10 90 if. 0=sprog do. return. end. gl_text 'matrix:' for_i. i.4 do. gl_textxy 10, 105+i*15 gl_text 6j2": i{mvp end. ) NB. <<<<< a_f8_fkey=: 3 : 0 TN=: TN-1 gl_sel HD gl_paint'' ) a_f9_fkey=: 3 : 0 TN=: TN+1 gl_sel HD gl_paint'' ) NB. <<<<< a_f10_fkey=: 3 : 0 STOP=: -.STOP ) a_cancel=: a_close a_close=: 3 : 0 STOP=: 0 wd 'ptimer 0' glDeleteBuffers ::0: 2; vbo glDeleteProgram ::0: sprog wd 'pclose' ) vertexData=: 1&fc , 0 1 2 2 1 3&{"2 ] 6 4 3$ , 0&".@(-.&',') ;._2 [ 0 : 0 _1 _1 1 1 _1 1 _1 1 1 1 1 1 , 1 _1 1 1 _1 _1 1 1 1 1 1 _1 , 1 _1 _1 _1 _1 _1 1 1 _1 _1 1 _1 , _1 _1 _1 _1 _1 1 _1 1 _1 _1 1 1 , _1 _1 _1 1 _1 _1 _1 _1 1 1 _1 1 , _1 1 1 1 1 1 _1 1 _1 1 1 _1 , ) NB. rgb for each vertex colorData=: 1&fc , 0 1 2 2 1 3&{"2 ] 6 4 3$ , 0&".@(-.&',') ;._2 [ 0 : 0 0 0 1 1 0 1 0 1 1 1 1 1 1 0 1 1 0 0 1 1 1 1 1 0 1 0 0 0 0 0 1 1 0 0 1 0 0 0 0 0 0 1 0 1 0 0 1 1 0 0 0 1 0 0 0 0 1 1 0 1 0 1 1 1 1 1 0 1 0 1 1 0 ) NB. ========================================================= vsrc1=: 0 : 0 attribute highp vec3 vertex; attribute lowp vec3 color; varying lowp vec4 v_color; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(vertex,1.0); v_color = vec4(color,1.0); } ) fsrc1=: 0 : 0 varying lowp vec4 v_color; void main(void) { gl_FragColor = v_color; } ) NB. ========================================================= vsrc2=: 0 : 0 in vec3 vertex; in vec3 color; out vec4 v_color; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(vertex,1.0); v_color = vec4(color,1.0); } ) fsrc2=: 0 : 0 in vec4 v_color; void main(void) { gl_FragColor = v_color; } ) NB. ========================================================= a_run'' -- regards, ==================================================== GPG key 1024D/4434BAB3 2008-08-24 gpg --keyserver subkeys.pgp.net --armor --export 4434BAB3 ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm