WebGL to OpenFL OpenGL help?

I am ramping up on WebGL and OpenFL’s OpenGL at the same time. I am following the learningwebgl.com tutorials and I am sorta confused as I try to porting the first lesson to OpenFL.

I am having trouble matching the WebGL’s perspective 1:1 with OpenGL. In the lesson they are setting up a FOV of 45°, using the gl-matrix 1.x library.

```mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);``

In my example I am currently using a orthographic view because I started from the SimpleOpenGLView sample. I have not figured out how to setup a perspective view in OpenGL. Nor I am also not sure the best and most efficient way to handle translating the Matrix3D’s.

Any pointers would be greatly appreciated. I have tried to copy the WebGL code 1:1 into the OpenFL sample, they are commented out. For the most part the only code that needs tweaking is here in Main.hx.

In this case I am trying to learning raw WebGL/OpenGL roots, so please don’t suggest using Three.JS or the Haxe port, nor other 3D libraries like Away3D.

Thanks!

Try using openfl.geom.PerspectiveProjection to set up your matrix.

You will probably find that it doesn’t work in Flash (I haven’t tested, so I’m not sure). In that case, try this one.

thanks player_3, I ended up figuring out a solution last night but my post was stuck in the Spam filter.

Here is my function.

private function makePerspective(fieldOfViewInRadians:Float, aspect:Float, near:Float, far:Float) {
    var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians);
    var rangeInv = 1.0 / (near - far);

    return new Matrix3D([
        f / aspect, 0.0, 0.0, 0.0,
        0.0, f, 0.0, 0.0,
        0.0, 0.0, (near + far) * rangeInv, -1.0,
        0.0, 0.0, near * far * rangeInv * 2, 0.0]
    );

Nice your source still works fine.

But Learning Webgl 2 with colors

And it doesn’t show ( black screen only )

I am trying to add but no triangle and no squad
http://learningwebgl.com/blog/?p=134

But it can’t work because openglview sees black…

How do I fix

in function getFragmentShader
Add “varying vec4 vColor;” before 0
"void …"

Replace to “gl_FragColor = vColor;”

in function getVertexShader
Add
attribute vec4 aVertexColor;
varying vec4 vColor;

from void main…
vColor = aVertexColor;

and Format and change to haxe format

than it is correctly

But openglview doesn’t show color… and nothing shapes…

I tried it full-code:
package;

import nme.geom.Point;
import nme.geom.Vector3D;
import nme.errors.Error;
import nme.display.OpenGLView;
import nme.display.Sprite;
import nme.geom.Matrix3D;
import nme.geom.Rectangle;
import nme.gl.GL;
import nme.gl.GLBuffer;
import nme.gl.GLProgram;
import nme.gl.GLTexture;
import nme.gl.GLUniformLocation;
import nme.utils.Float32Array;
import nme.utils.UInt8Array;
import nme.Assets;

class Main extends Sprite {

    private var view:OpenGLView;
    private var shaderProgram:GLProgram;
    private var vertexAttribute:Int;
    private var modelViewMatrixUniform:GLUniformLocation;
    private var projectionMatrixUniform:GLUniformLocation;
    private var triangleVertexPositionBuffer:GLBuffer;
	// Lesson 2
	private var triangleVertexColorBuffer:GLBuffer;
    private var squareVertexPositionBuffer:GLBuffer;
	// Lesson 2
	private var squareVertexColorBuffer:GLBuffer;

    public function new () {
        super ();

        if (!OpenGLView.isSupported) {
            throw new Error("Could not initialise OpenGL, sorry :-(");
            return;
        }

        // var canvas = document.getElementById("the-canvas");
        view = new OpenGLView ();

        initShaders();
        initBuffers();

        // This is too early to clear in OpenFL
        //gl.clearColor(0.0, 0.0, 0.0, 1.0);
        GL.clearColor (0.0, 0.0, 0.0, 1.0);
        //gl.enable(gl.DEPTH_TEST);
        GL.enable (GL.DEPTH_TEST);

        //drawScene();
        view.render = renderView;
        addChild(view);
    }

    private function initShaders():Void {

        var fragmentShader = getFragmentShader();
        var vertexShader = getVertexShader();

        //shaderProgram = gl.createProgram();
        //gl.attachShader(shaderProgram, vertexShader);
        //gl.attachShader(shaderProgram, fragmentShader);
        //gl.linkProgram(shaderProgram);
        shaderProgram = GL.createProgram ();
        GL.attachShader (shaderProgram, vertexShader);
        GL.attachShader (shaderProgram, fragmentShader);
        GL.linkProgram (shaderProgram);

        //if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
        //    alert("Could not initialise shaders");
        //}
        if (GL.getProgramParameter (shaderProgram, GL.LINK_STATUS) == 0) {
            throw "Could not initialise shaders.";
        }

        //gl.useProgram(shaderProgram);
        GL.useProgram (shaderProgram);

        //shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        vertexAttribute = GL.getAttribLocation (shaderProgram, "aVertexPosition");
		
		// Lesson 2:
		// shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
		vertexAttribute = GL.getAttribLocation (shaderProgram, "aVertexColor");

        //gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
        GL.enableVertexAttribArray (vertexAttribute);

        //shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
        //shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
        projectionMatrixUniform = GL.getUniformLocation (shaderProgram, "uProjectionMatrix");
        modelViewMatrixUniform = GL.getUniformLocation (shaderProgram, "uModelViewMatrix");
    }

    private function getFragmentShader() {
        var fragmentShaderSource =
            #if !desktop
            "precision mediump float;" +
            #end
			
			// Lesson 2
            "varying vec4 vColor;
			void main(void) {
								// Lesson 2
				gl_FragColor = vColor;
			}";

        var fragmentShader = GL.createShader (GL.FRAGMENT_SHADER);
        GL.shaderSource (fragmentShader, fragmentShaderSource);
        GL.compileShader (fragmentShader);
        if (GL.getShaderParameter (fragmentShader, GL.COMPILE_STATUS) == 0) {
            throw "Error compiling fragment shader";
        }
        return fragmentShader;
    }

    private function getVertexShader() {
        var vertexShaderSource =
            "attribute vec3 aVertexPosition;
			// Lesson 2
			attribute vec4 aVertexColor;
            uniform mat4 uModelViewMatrix;
            uniform mat4 uProjectionMatrix;
			// Lesson 2
			varying vec4 vColor;
            void main(void) {
                gl_Position = uProjectionMatrix * uModelViewMatrix * vec4 (aVertexPosition, 1.0);
				// Lesson 2
				vColor = aVertexColor;
            }";

        var vertexShader = GL.createShader (GL.VERTEX_SHADER);
        GL.shaderSource (vertexShader, vertexShaderSource);
        GL.compileShader (vertexShader);
        if (GL.getShaderParameter (vertexShader, GL.COMPILE_STATUS) == 0) {
            throw "Error compiling vertex shader";
        }
        return vertexShader;
    }

    private function initBuffers():Void {
        //triangleVertexPositionBuffer = gl.createBuffer();
        triangleVertexPositionBuffer = GL.createBuffer ();
        //gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
        GL.bindBuffer (GL.ARRAY_BUFFER, triangleVertexPositionBuffer);

        var vertices = [
            0.0, 1.0, 0.0, -1.0, -1.0, 0.0,
            1.0, -1.0, 0.0
        ];
        //gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
        GL.bufferData (GL.ARRAY_BUFFER, new Float32Array (vertices), GL.STATIC_DRAW);

        // Note: These are dynamic object work-arounds in WebGL example
        // they are now hard coded in this OpenFL exampled
        //triangleVertexPositionBuffer.itemSize = 3;
        //triangleVertexPositionBuffer.numItems = 3;
		
		// Lesson 2:
		//triangleVertexColorBuffer = gl.createBuffer();
		//gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
		triangleVertexColorBuffer = GL.createBuffer();
		GL.bindBuffer(GL.ARRAY_BUFFER, triangleVertexColorBuffer);
		
		var colors = [
			1.0, 0.0, 0.0, 1.0,
			0.0, 1.0, 0.0, 1.0,
			0.0, 0.0, 1.0, 1.0
		];
		//gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
		GL.bufferData(GL.ARRAY_BUFFER, new Float32Array(colors), GL.STATIC_DRAW);
		//triangleVertexColorBuffer.itemSize = 4;
		//triangleVertexColorBuffer.numItems = 3;
		
		// Todo(Hays) Why? is this needed, it is in OpenFL example but not in WebGL
        GL.bindBuffer (GL.ARRAY_BUFFER, null);

        //squareVertexPositionBuffer = gl.createBuffer();
        squareVertexPositionBuffer = GL.createBuffer ();
        //gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
        GL.bindBuffer (GL.ARRAY_BUFFER, squareVertexPositionBuffer);

        vertices = [
            1.0, 1.0, 0.0, -1.0, 1.0, 0.0,
            1.0, -1.0, 0.0, -1.0, -1.0, 0.0
        ];

        //gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
        GL.bufferData (GL.ARRAY_BUFFER, new Float32Array (vertices), GL.STATIC_DRAW);

        // Note: These are dynamic object work-arounds in WebGL example
        // they are now hard coded in this OpenFL exampled
        //squareVertexPositionBuffer.itemSize = 3;
        //squareVertexPositionBuffer.numItems = 4;
		
		//squareVertexColorBuffer = gl.createBuffer();
		//gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
		squareVertexColorBuffer = GL.createBuffer();
		GL.bindBuffer(GL.ARRAY_BUFFER, squareVertexColorBuffer);
		colors = [];
		/*for (var i=0; i < 4; i++) {
		  colors = colors.concat([0.5, 0.5, 1.0, 1.0]);
		}*/
		for (i in 0...4) {
			colors = colors.concat([0.5, 0.5, 1.0, 1.0]);
		}
		//gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
		GL.bufferData(GL.ARRAY_BUFFER, new Float32Array(colors), GL.STATIC_DRAW);
		//squareVertexColorBuffer.itemSize = 4;
		//squareVertexColorBuffer.numItems = 4;

        // Todo(Hays) Why? is this needed, it is in OpenFL example but not in WebGL
        GL.bindBuffer (GL.ARRAY_BUFFER, null);
    }

    //var mvMatrix = mat4.create();
    //var pMatrix = mat4.create();
    private function renderView (rect:Rectangle):Void {
        GL.useProgram (shaderProgram);
        GL.enableVertexAttribArray (vertexAttribute);

        GL.clearColor (0.0, 0.0, 0.0, 1.0);

        //GL.enable (GL.DEPTH_TEST);
        var modelViewMatrix = Matrix3D.create2D (0, 0, 1, 0);

        //gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
        GL.viewport (Std.int (rect.x), Std.int (rect.y), Std.int (rect.width), Std.int (rect.height));

        //gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        GL.clear (GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);

        //mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
        var projectionMatrix = makePerspective(45, (rect.width/rect.height), 0.1, 100.0);
        //mat4.identity(mvMatrix);

        // move all items to center of viewport
        //mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]);
        modelViewMatrix.position = modelViewMatrix.position.add(new Vector3D(-1.5, 0.0, -7.0));

        //gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
        //gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
        GL.bindBuffer (GL.ARRAY_BUFFER, triangleVertexPositionBuffer);
        GL.vertexAttribPointer (vertexAttribute, 3, GL.FLOAT, false, 0, 0);
		
		// Lesson 2
		//gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
		//gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
		GL.bindBuffer(GL.ARRAY_BUFFER, triangleVertexColorBuffer);
		GL.vertexAttribPointer(vertexAttribute, 4, GL.FLOAT, false, 0, 0);

        //setMatrixUniforms();
        //gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
        //gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
        GL.uniformMatrix4fv (projectionMatrixUniform, false, new Float32Array (projectionMatrix.rawData));
        GL.uniformMatrix4fv (modelViewMatrixUniform, false, new Float32Array (modelViewMatrix.rawData));

        //gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
        GL.drawArrays (GL.TRIANGLE_STRIP, 0, 3);

        //mat4.translate(mvMatrix, [3.0, 0.0, 0.0]);
        modelViewMatrix.position = modelViewMatrix.position.add(new Vector3D(3, 0.0, 0.0));

        //gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
        //gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
        GL.bindBuffer (GL.ARRAY_BUFFER, squareVertexPositionBuffer);
        GL.vertexAttribPointer (vertexAttribute, 3, GL.FLOAT, false, 0, 0);
		
		// Lesson 2
		//gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
		//gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
		GL.bindBuffer(GL.ARRAY_BUFFER, squareVertexColorBuffer);
		GL.vertexAttribPointer(vertexAttribute, 4, GL.FLOAT, false, 0, 0);

        //setMatrixUniforms();
        //gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
        //gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
        GL.uniformMatrix4fv (projectionMatrixUniform, false, new Float32Array (projectionMatrix.rawData));
        GL.uniformMatrix4fv (modelViewMatrixUniform, false, new Float32Array (modelViewMatrix.rawData));

        //gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
        GL.drawArrays (GL.TRIANGLE_STRIP, 0, 4);

        //
        GL.bindBuffer (GL.ARRAY_BUFFER, null);

        GL.disableVertexAttribArray (vertexAttribute);
        GL.useProgram (null);
    }

    private function makePerspective(fieldOfViewInRadians:Float, aspect:Float, near:Float, far:Float) {
    var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians);
    var rangeInv = 1.0 / (near - far);

    return new Matrix3D([
        f / aspect, 0.0, 0.0, 0.0,
        0.0, f, 0.0, 0.0,
        0.0, 0.0, (near + far) * rangeInv, -1.0,
        0.0, 0.0, near * far * rangeInv * 2, 0.0]
		);
    }
}

I use for NME ( last version of NME )

But I can not understand how do I use Lime because it sees different code’s constructor. Openfl = Nme and Lime are very different.

How do I format into Lime version?

I believe he has an OpenFL version, but if you want to use Lime, maybe you should look at the “SimpleImage” sample (lime create SimpleImage) and use that as a starting place to copy/paste GL code of your own

I have tried because it says error like end of file. what does it happen?

package;
import lime.app.Application;
import lime.graphics.opengl.*;
import lime.graphics.Renderer;
import lime.math.Matrix4;
import lime.utils.Float32Array;
import lime.utils.GLUtils;
import lime.Assets;

class Main extends Application {
	
    private var shaderProgram:GLProgram;
    private var vertexAttribute:Int;
	private var modelViewMatrixUniform:GLUniformLocation;
    private var projectionMatrixUniform:GLUniformLocation;
    private var triangleVertexPositionBuffer:GLBuffer;
	// Lesson 2
	private var triangleVertexColorBuffer:GLBuffer;
    private var squareVertexPositionBuffer:GLBuffer;
	// Lesson 2
	private var squareVertexColorBuffer:GLBuffer;
	
	public function new () {
		
		super ();
		
	}
	
	
	public override function render (renderer:Renderer):Void {
			
		switch (renderer.context) {
			
			case OPENGL (gl):
				
				var vertexSource = 
					
					"attribute vec3 aVertexPosition;
					// Lesson 2
					attribute vec4 aVertexColor;
					uniform mat4 uModelViewMatrix;
					uniform mat4 uProjectionMatrix;
					// Lesson 2
					varying vec4 vColor;
					void main(void) {
						gl_Position = uProjectionMatrix * uModelViewMatrix * vec4 (aVertexPosition, 1.0);
						// Lesson 2
						vColor = aVertexColor;
					}";
				
				var fragmentSource = 
					
					#if !desktop
					"precision mediump float;" +
					#end
					
					// Lesson 2
					"varying vec4 vColor;
										// Lesson 2
						gl_FragColor = vColor;
					}";
				
				shaderProgram = GL.createProgram ();
				GL.attachShader (shaderProgram, vertexSource);
				GL.attachShader (shaderProgram, fragmentSource);
				GL.linkProgram (shaderProgram);
				GL.useProgram (shaderProgram);
				
				//shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
				vertexAttribute = GL.getAttribLocation (shaderProgram, "aVertexPosition");
				
				// Lesson 2:
				// shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
				vertexAttribute = GL.getAttribLocation (shaderProgram, "aVertexColor");

				//gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
				GL.enableVertexAttribArray (vertexAttribute);

				//shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
				//shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
				projectionMatrixUniform = GL.getUniformLocation (shaderProgram, "uProjectionMatrix");
				modelViewMatrixUniform = GL.getUniformLocation (shaderProgram, "uModelViewMatrix");
				
				//triangleVertexPositionBuffer = gl.createBuffer();
				triangleVertexPositionBuffer = GL.createBuffer ();
				//gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
				GL.bindBuffer (GL.ARRAY_BUFFER, triangleVertexPositionBuffer);

				var vertices = [
					0.0, 1.0, 0.0, -1.0, -1.0, 0.0,
					1.0, -1.0, 0.0
				];
				//gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
				GL.bufferData (GL.ARRAY_BUFFER, new Float32Array (vertices), GL.STATIC_DRAW);

				// Note: These are dynamic object work-arounds in WebGL example
				// they are now hard coded in this OpenFL exampled
				//triangleVertexPositionBuffer.itemSize = 3;
				//triangleVertexPositionBuffer.numItems = 3;
				
				// Lesson 2:
				//triangleVertexColorBuffer = gl.createBuffer();
				//gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
				triangleVertexColorBuffer = GL.createBuffer();
				GL.bindBuffer(GL.ARRAY_BUFFER, triangleVertexColorBuffer);
				
				var colors = [
					1.0, 0.0, 0.0, 1.0,
					0.0, 1.0, 0.0, 1.0,
					0.0, 0.0, 1.0, 1.0
				];
				//gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
				GL.bufferData(GL.ARRAY_BUFFER, new Float32Array(colors), GL.STATIC_DRAW);
				//triangleVertexColorBuffer.itemSize = 4;
				//triangleVertexColorBuffer.numItems = 3;
				
				// Todo(Hays) Why? is this needed, it is in OpenFL example but not in WebGL
				GL.bindBuffer (GL.ARRAY_BUFFER, null);

				//squareVertexPositionBuffer = gl.createBuffer();
				squareVertexPositionBuffer = GL.createBuffer ();
				//gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
				GL.bindBuffer (GL.ARRAY_BUFFER, squareVertexPositionBuffer);

				vertices = [
					1.0, 1.0, 0.0, -1.0, 1.0, 0.0,
					1.0, -1.0, 0.0, -1.0, -1.0, 0.0
				];

				//gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
				GL.bufferData (GL.ARRAY_BUFFER, new Float32Array (vertices), GL.STATIC_DRAW);

				// Note: These are dynamic object work-arounds in WebGL example
				// they are now hard coded in this OpenFL exampled
				//squareVertexPositionBuffer.itemSize = 3;
				//squareVertexPositionBuffer.numItems = 4;
				
				//squareVertexColorBuffer = gl.createBuffer();
				//gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
				squareVertexColorBuffer = GL.createBuffer();
				GL.bindBuffer(GL.ARRAY_BUFFER, squareVertexColorBuffer);
				colors = [];
				/*for (var i=0; i < 4; i++) {
				  colors = colors.concat([0.5, 0.5, 1.0, 1.0]);
				}*/
				for (i in 0...4) {
					colors = colors.concat([0.5, 0.5, 1.0, 1.0]);
				}
				//gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
				GL.bufferData(GL.ARRAY_BUFFER, new Float32Array(colors), GL.STATIC_DRAW);
				//squareVertexColorBuffer.itemSize = 4;
				//squareVertexColorBuffer.numItems = 4;

				// Todo(Hays) Why? is this needed, it is in OpenFL example but not in WebGL
				GL.bindBuffer (GL.ARRAY_BUFFER, null);
				
			default:
			
		
		switch (renderer.context) {
			
			case OPENGL (gl):
				
				GL.useProgram (shaderProgram);
				GL.enableVertexAttribArray (vertexAttribute);

				GL.clearColor (0.0, 0.0, 0.0, 1.0);

				//GL.enable (GL.DEPTH_TEST);
				var modelViewMatrix = Matrix3D.create2D (0, 0, 1, 0);

				//gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
				GL.viewport (Std.int (rect.x), Std.int (rect.y), Std.int (rect.width), Std.int (rect.height));

				//gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
				GL.clear (GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
				
				function makePerspective(fieldOfViewInRadians:Float, aspect:Float, near:Float, far:Float) {
					var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians);
					var rangeInv = 1.0 / (near - far);

					return new Matrix3D([
						f / aspect, 0.0, 0.0, 0.0,
						0.0, f, 0.0, 0.0,
						0.0, 0.0, (near + far) * rangeInv, -1.0,
						0.0, 0.0, near * far * rangeInv * 2, 0.0]
						);
				}

				//mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
				var projectionMatrix = makePerspective(45, (rect.width/rect.height), 0.1, 100.0);
				//mat4.identity(mvMatrix);

				// move all items to center of viewport
				//mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]);
				modelViewMatrix.position = modelViewMatrix.position.add(new Vector3D(-1.5, 0.0, -7.0));

				//gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
				//gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
				GL.bindBuffer (GL.ARRAY_BUFFER, triangleVertexPositionBuffer);
				GL.vertexAttribPointer (vertexAttribute, 3, GL.FLOAT, false, 0, 0);
				
				// Lesson 2
				//gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
				//gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
				GL.bindBuffer(GL.ARRAY_BUFFER, triangleVertexColorBuffer);
				GL.vertexAttribPointer(vertexAttribute, 4, GL.FLOAT, false, 0, 0);

				//setMatrixUniforms();
				//gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
				//gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
				GL.uniformMatrix4fv (projectionMatrixUniform, false, new Float32Array (projectionMatrix.rawData));
				GL.uniformMatrix4fv (modelViewMatrixUniform, false, new Float32Array (modelViewMatrix.rawData));

				//gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
				GL.drawArrays (GL.TRIANGLE_STRIP, 0, 3);

				//mat4.translate(mvMatrix, [3.0, 0.0, 0.0]);
				modelViewMatrix.position = modelViewMatrix.position.add(new Vector3D(3, 0.0, 0.0));

				//gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
				//gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
				GL.bindBuffer (GL.ARRAY_BUFFER, squareVertexPositionBuffer);
				GL.vertexAttribPointer (vertexAttribute, 3, GL.FLOAT, false, 0, 0);
				
				// Lesson 2
				//gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
				//gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
				GL.bindBuffer(GL.ARRAY_BUFFER, squareVertexColorBuffer);
				GL.vertexAttribPointer(vertexAttribute, 4, GL.FLOAT, false, 0, 0);

				//setMatrixUniforms();
				//gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
				//gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
				GL.uniformMatrix4fv (projectionMatrixUniform, false, new Float32Array (projectionMatrix.rawData));
				GL.uniformMatrix4fv (modelViewMatrixUniform, false, new Float32Array (modelViewMatrix.rawData));

				//gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
				GL.drawArrays (GL.TRIANGLE_STRIP, 0, 4);

				//
				GL.bindBuffer (GL.ARRAY_BUFFER, null);

				GL.disableVertexAttribArray (vertexAttribute);
				GL.useProgram (null);
			
			default:
			
		}
	}
}

Error: Source/Main.hx:254: character 1 : Unexpected

I can not find… Sorry my eyes have problem i do not understand I have tried…

// Edit I found clam and i do not understand why does lime have many errors because lime has not Vector3D and Matrix3D???

Try lime.math.Vector4 and lime.math.Matrix4

Thanks for explanation - But I have upgraded Openfl 4.2 and Lime 3.2.1

I will try later thanks…