Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
## HTML File with WebGL Triangle Here's the HTML file with WebGL code to draw a triangle that fills the entire page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> </head> <body> <canvas id="glCanvas" style="width: 100vw; height: 100vh;"></canvas> <script> // WebGL Initialization const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } // Vertex Shader const vertexShaderSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment Shader const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set color to red } `; // Create and Compile Shaders const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and Link Program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program)); return; } // Create Buffer const positions = [ -1.0, -1.0, 1.0, -1.0, 0.0, 1.0, ]; const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Link Vertex Attribute const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aVertexPosition); // Clear Canvas and Draw Triangle gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.drawArrays(gl.TRIANGLES, 0, 3); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> </head> <body> <canvas id="glCanvas" style="width: 100vw; height: 100vh;"></canvas> <script> // WebGL Initialization const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } // Vertex Shader const vertexShaderSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment Shader const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set color to red } `; // Create and Compile Shaders const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and Link Program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program)); return; } // Create Buffer const positions = [ -1.0, -1.0, 1.0, -1.0, 0.0, 1.0, ]; const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Link Vertex Attribute const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aVertexPosition); // Clear Canvas and Draw Triangle gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.drawArrays(gl.TRIANGLES, 0, 3); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image you've provided appears to be a completely white canvas without any visible drawings or graphics. If there was supposed to be something drawn with WebGL, it is not visible in this screenshot. It's possible that the drawing failed to render, or there might be an issue with the code that was supposed to create the visual output.
Does this answer say that there is a picture of a triangle "The image you've provided appears to be a completely white canvas without any visible drawings or graphics. If there was supposed to be something drawn with WebGL, it is not visible in this screenshot. It's possible that the drawing failed to render, or there might be an issue with the code that was supposed to create the visual output."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
Testing if the previous output contains the string THREE.
: False
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>Triangle in WebGL</title> </head> <body> <canvas id="glCanvas"></canvas> <script> function main() { // Get the canvas element and its rendering context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // If WebGL context is not available, display an error message if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } // Set the viewport to cover the entire canvas gl.viewport(0, 0, canvas.width, canvas.height); // Vertex shader source code const vertexShaderSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red } `; // Create and compile vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Check for vertex shader compilation errors if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the vertex shader: ' + gl.getShaderInfoLog(vertexShader)); gl.deleteShader(vertexShader); return; } // Create and compile fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Check for fragment shader compilation errors if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the fragment shader: ' + gl.getShaderInfoLog(fragmentShader)); gl.deleteShader(fragmentShader); return; } // Create and link shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Check for shader program linking errors if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return; } // Get the vertex position attribute location const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Create a buffer for the triangle's vertices const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Define the triangle's vertices const positions = [ 0.0, 1.0, 0.0, // Top vertex -1.0, -1.0, 0.0, // Bottom-left vertex 1.0, -1.0, 0.0, // Bottom-right vertex ]; // Pass the vertex data to the buffer gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Clear the canvas before drawing gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set the clear color to black gl.clear(gl.COLOR_BUFFER_BIT); // Use the linked shader program gl.useProgram(shaderProgram); // Enable the vertex position attribute gl.enableVertexAttribArray(positionAttributeLocation); // Bind the vertex buffer to the position attribute gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Tell WebGL how to pull data out of the position buffer to use // as the vertex positions const size = 3; // 3 components per iteration const type = gl.FLOAT; // the data is 32bit floats const normalize = false; // don't normalize the data const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position const offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); // Draw the triangle const primitiveType = gl.TRIANGLES; const offset = 0; const count = 3; gl.drawArrays(primitiveType, offset, count); } // Call the main function to start the drawing process main(); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>Triangle in WebGL</title> </head> <body> <canvas id="glCanvas"></canvas> <script> function main() { // Get the canvas element and its rendering context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // If WebGL context is not available, display an error message if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } // Set the viewport to cover the entire canvas gl.viewport(0, 0, canvas.width, canvas.height); // Vertex shader source code const vertexShaderSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red } `; // Create and compile vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Check for vertex shader compilation errors if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the vertex shader: ' + gl.getShaderInfoLog(vertexShader)); gl.deleteShader(vertexShader); return; } // Create and compile fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Check for fragment shader compilation errors if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the fragment shader: ' + gl.getShaderInfoLog(fragmentShader)); gl.deleteShader(fragmentShader); return; } // Create and link shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Check for shader program linking errors if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return; } // Get the vertex position attribute location const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Create a buffer for the triangle's vertices const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Define the triangle's vertices const positions = [ 0.0, 1.0, 0.0, // Top vertex -1.0, -1.0, 0.0, // Bottom-left vertex 1.0, -1.0, 0.0, // Bottom-right vertex ]; // Pass the vertex data to the buffer gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Clear the canvas before drawing gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set the clear color to black gl.clear(gl.COLOR_BUFFER_BIT); // Use the linked shader program gl.useProgram(shaderProgram); // Enable the vertex position attribute gl.enableVertexAttribArray(positionAttributeLocation); // Bind the vertex buffer to the position attribute gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Tell WebGL how to pull data out of the position buffer to use // as the vertex positions const size = 3; // 3 components per iteration const type = gl.FLOAT; // the data is 32bit floats const normalize = false; // don't normalize the data const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position const offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); // Draw the triangle const primitiveType = gl.TRIANGLES; const offset = 0; const count = 3; gl.drawArrays(primitiveType, offset, count); } // Call the main function to start the drawing process main(); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.
Does this answer say that there is a picture of a triangle "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
Testing if the previous output contains the string THREE.
: False
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
## HTML File with WebGL Triangle
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL context const gl = canvas.getContext('webgl'); // Check if WebGL is available if (!gl) { alert('WebGL is not available on your system.'); } // Set the canvas to take up the full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red } `; // Create and compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and link the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If linking failed, log the error if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); } // Use the linked shader program gl.useProgram(shaderProgram); // Create a buffer for the vertex positions const vertexBuffer = gl.createBuffer(); // Bind the vertex buffer and put the vertex data in it gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); const vertices = [ 0.0, 0.5, 0.0, // Top vertex -0.5, -0.5, 0.0, // Bottom left vertex 0.5, -0.5, 0.0 // Bottom right vertex ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the location of the aVertexPosition attribute in the shader program const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Enable the aVertexPosition attribute gl.enableVertexAttribArray(positionAttributeLocation); // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER) const size = 3; // 3 components per iteration const type = gl.FLOAT; // the data is 32bit floats const normalize = false; // don't normalize the data const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position const offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set clear color to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Draw the triangle const primitiveType = gl.TRIANGLES; const offset = 0; const count = 3; gl.drawArrays(primitiveType, offset, count); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL context const gl = canvas.getContext('webgl'); // Check if WebGL is available if (!gl) { alert('WebGL is not available on your system.'); } // Set the canvas to take up the full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red } `; // Create and compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and link the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If linking failed, log the error if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); } // Use the linked shader program gl.useProgram(shaderProgram); // Create a buffer for the vertex positions const vertexBuffer = gl.createBuffer(); // Bind the vertex buffer and put the vertex data in it gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); const vertices = [ 0.0, 0.5, 0.0, // Top vertex -0.5, -0.5, 0.0, // Bottom left vertex 0.5, -0.5, 0.0 // Bottom right vertex ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the location of the aVertexPosition attribute in the shader program const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Enable the aVertexPosition attribute gl.enableVertexAttribArray(positionAttributeLocation); // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER) const size = 3; // 3 components per iteration const type = gl.FLOAT; // the data is 32bit floats const normalize = false; // don't normalize the data const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position const offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set clear color to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Draw the triangle const primitiveType = gl.TRIANGLES; const offset = 0; const count = 3; gl.drawArrays(primitiveType, offset, count); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.
Does this answer say that there is a picture of a triangle "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
Testing if the previous output contains the string THREE.
: False