I added your tetrahedron object data into my test file for shader.ijs. The goal 
was to get a tetrahedron and a cube up there rotating. What I got was 2 badly 
formed tetrahedron rotating. I had thought from my reading that the shader 
should keep these entities distinct. 

I don’t know why I can’t keep the shapes distinct. I have a feeling the vbo 
buffer is not working the way I think it is. Or the kernel needs a different 
vertex/color variable for each object. 

I tried changing the definition of the tetrahedron a bit. I suspect that it has 
to do with the shuffling of the vertex data to create the faces. But I can’t 
come up with the right vertex ordering to make the faces line up either

Tom McGuire

> On Feb 28, 2020, at 2:09 PM, Brian Schott <[email protected]> wrote:
> 
> Thomas,
> 
> I agree with Bill that this is a great step forward in understanding how to
> use opengl.
> 
> My main interest is in doing a turtle graphics app which enables multiple
> turtles to appear on the screen. In the previous version I had to keep
> track of the position and heading of each turtle for each of the user's
> moves.
> I am mostly thinking of your use of glu_Lookat to translate the turtle and
> rotate the turtle. I am toying with the idea of replacing the Eye in 
> glu_Lookat
> with the current turtle's heading. But I really need to think about this
> more and could use any ideas you have.
> 
> Of course I am still struggling with painting the faces of the tetrahedrons
> as solid colors. They are my tentative turtles. I am now wondering if my
> problem is related to the use of four-element color vectors instead of
> three element. I have not found any description of how to set those things
> in the kernel as you seem to have done. And does this setting conflict with
> the attribute setting that I changed from 3 to 4?
> (B=)
> 

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