Compile and link the OpenGL program, setup the array buffers for each set of vertices, and draw an initial frame with no translation for the second triangle.
237 // Here we create and compile the vertex shader. This will compile to code for your specific 238 // graphics card. 239 var vertexShader = compileShader(gl, vertexShaderSource, gl.VERTEX_SHADER); 240 241 // And then compile the fragment shader too. 242 var fragmentShader = compileShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER); 243 244 // As you might expect, we are going to run some code, so we need a program. 245 var program = createProgram(gl, vertexShader, fragmentShader); 246 247 // Make this the currently active program 248 gl.useProgram(program); 249 250 // This is a handle to what will be a buffer 251 vertexBuffer = createBuffer(vertices); 252 253 // Repeat the same process again, create another buffer with different vertices and draw them. 254 anotherBuffer = createBuffer(moreVertices); 255 256 var animationMatrix = generateModelViewMatrix(0.0); 257 258 drawFrame(gl, identityMatrix, animationMatrix, vertexBuffer, anotherBuffer);