Hello I'm having issues generating an vertex buffer.
I have a very simple Shader struct as so
type Shader struct {
vbo uint32
}
which I try to use in a generate in a separate function as so:
func NewShader() *Shader {
sh := &Shader{vbo: 0}
gl.GenBuffers(1, &sh.vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, sh.vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
return sh
}
however I get a panic bad access: nil dereference.
I initialize the OpenGL binding in a separate init() function.
Any help would be greatly appreciated.