Seems to work fine:
#include <GL/glew.h>
#include <GL/glut.h>
#include <iostream>
void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 17 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
exit( -1 );
}
void AttachShader( GLuint program, GLenum type, const char* src )
{
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
GLuint LoadProgram( const char* vert, const char* geom, const char* frag )
{
GLuint prog = glCreateProgram();
if( vert ) AttachShader( prog, GL_VERTEX_SHADER, vert );
if( geom ) AttachShader( prog, GL_GEOMETRY_SHADER, geom );
if( frag ) AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
#define GLSL(version, shader) "#version " #version "\n" #shader
const char* vert = GLSL
(
130,
in vec4 vPosition;
out vec4 color;
void main()
{
gl_Position = vPosition;
color = vPosition;
}
);
const char* frag = GLSL
(
130,
precision mediump float;
in vec4 color;
void main()
{
gl_FragColor = vec4((1.0 + color.xyz)/2.0,1.0);
}
);
#define NoP 50000
struct points
{
GLfloat x,y,z;
};
void Sierpinski(points Num[])
{
int j;
points Vertices[4]={{-1.0,-1.0, -1.0},{1.0,-1.0,-1.0},{0.0,1.0,-1.0},{0.0,0.0,1.0}};
Num[0].x = 0;
Num[0].y = 0;
Num[0].z = 0;
for(int i=1;i<NoP;i++)
{
j = rand() % 4;
Num[i].x = (Vertices[j].x + Num[i - 1].x)/2;
Num[i].y = (Vertices[j].y + Num[i - 1].y)/2;
Num[i].z = (Vertices[j].z + Num[i - 1].z)/2;
}
}
void init()
{
points Num[NoP];
Sierpinski(Num);
GLuint program = LoadProgram( vert, NULL, frag );
glUseProgram(program);
//Creating a buffer object containing Sirepinski verteces data
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Num), Num, GL_STATIC_DRAW);
//Make a conncetion between data in object buffer and "vPosition in vertex shader
GLuint location = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray ( location );
glVertexAttribPointer( location, 3, GL_FLOAT, GL_FALSE,0, 0);//BUFFER_OFFSET(0));
}
void mydisplay()
{
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);//set the color for clearing the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //the clear call will affect the color buffer
glPointSize(2); // set the point size
glDrawArrays(GL_POINTS,0,NoP);//Rendering verteces data
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutInitWindowPosition(0,0);
glutCreateWindow("Sierpinski 3D");
glewInit();
init();
glEnable(GL_DEPTH_TEST);
glutDisplayFunc(mydisplay);
glutMainLoop();
}
Make sure you use FreeGLUT, Nate's GLUT is way, way old.