Vertex Attribute Buffers getting bound to wrong attribute
问题 When I bind my buffers to attributes for my shaders, they seem to be getting flipped. So, I've got a vertex shader: precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; in vec3 in_position; in vec3 in_color; out vec3 ex_Color; void main(void) { gl_Position = projection_matrix * modelview_matrix * vec4(in_position, 1); ex_Color = in_color; } and a fragment shader precision highp float; in vec3 ex_Color; out vec4 out_frag_color; void main(void) { out_frag_color