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webgl trying to draw a triangle

I have been trying to draw a triangle but it is not showing up on the canvas

here is my draw function code:

function draw() {
    gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)gl.clear(gl.COLOR_BUFFER_BIT)
    gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
                buffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute)
      
        //Draw the triangle
    gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
}

here is the whole work:

const vertexShaderText = [
  'attribute vec3 vertexPos;',
  '',
  'void main() {',
  '  gl_Position = vec4(vertexPos, 1.0);',
  '}'
].join('n')
const fragmentShaderText = [
  'precision mediump float;',
  '',
  'void main() {',
  '  gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
  '}'
].join('n')
let gl, shaderProgram, buffer
function startup() {
  const canvas = document.getElementById('myCanvas')
  gl = canvas.getContext('webgl')
  initShader()
  initBuffer()
  gl.clearColor(0.0, 0.0, 0.0, 1.0)
  draw()
}
function initShader() {
  // VERTEX SHADER
  let vertexShader = gl.createShader(gl.VERTEX_SHADER)
  gl.shaderSource(vertexShader, vertexShaderText)
  gl.compileShader(vertexShader)
  if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
    alert('vertex', gl.getShaderInfoLog(vertexShader))
    return
  }
  let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
  gl.shaderSource(fragmentShader, fragmentShaderText)
  gl.compileShader(fragmentShader)
  if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
    alert('fragment', gl.getShaderInfoLog(fragmentShader))
    return
  }
  shaderProgram = gl.createProgram()
  gl.attachShader(shaderProgram, vertexShader)
  gl.attachShader(shaderProgram, fragmentShader)
  gl.linkProgram(shaderProgram)
  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    alert('Failed to setup shaders')
  }
  gl.useProgram(shaderProgram)
  shaderProgram.vertextPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos')
  //gl.enableVertexAttribArray(shaderProgram.vertextPositionAttribute)
}
function initBuffer() {
  buffer = gl.createBuffer()
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
  const triangleVertices = [
    0.0, 0, 5, 0.0, -0.5, -0.5, 0.0,
    0.5, -0.5, 0.0
  ]
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW)
  buffer.itemSize = 3
  buffer.numberOfItems = 3
  console.log(shaderProgram)
}
function draw() {
  gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight) 
  gl.clear(gl.COLOR_BUFFER_BIT)
  gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
    buffer.itemSize, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute)  
  //Draw the triangle
  gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
}
startup()
<canvas id="myCanvas" width="500" height="500"></canvas>

Answer

There are some issues:

The properties gl.viewportWidth and gl.viewportHeight are never set:

gl = canvas.getContext('webgl')
gl.viewportWidth = canvas.clientWidth;
gl.viewportHeight = canvas.clientHeight;

In the array of vertex coordinates is a , instead of a .

const triangleVertices = [
     0.0,  0,5, 0.0, // <---- this line
    -0.5, -0.5, 0.0,
     0.5, -0.5, 0.0
]

And there is a typo , you wrote vertextPositionAttribute instead of vertexPositionAttribute, when you get the attribute index:

shaderProgram.vertextPositionAttribute = // <--- typo
    gl.getAttribLocation(shaderProgram, 'vertexPos')

But in general your code works:

  const vertexShaderText = [
    'attribute vec3 vertexPos;',
    '',
    'void main() {',
    '  gl_Position = vec4(vertexPos, 1.0);',
    '}'
].join('n')
const fragmentShaderText = [
    'precision mediump float;',
    '',
    'void main() {',
    '  gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
    '}'
].join('n')
let gl, shaderProgram, buffer
function startup() {
    const canvas = document.getElementById('myCanvas')
    gl = canvas.getContext('webgl')
    gl.viewportWidth = canvas.clientWidth;
    gl.viewportHeight = canvas.clientHeight;
    initShader()
    initBuffer()
    gl.clearColor(0.0, 0.0, 0.0, 1.0)
    draw()
}
function initShader() {
    // VERTEX SHADER
    let vertexShader = gl.createShader(gl.VERTEX_SHADER)
    gl.shaderSource(vertexShader, vertexShaderText)
    gl.compileShader(vertexShader)
    if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
        alert('vertex', gl.getShaderInfoLog(vertexShader))
        return
    }
    let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
    gl.shaderSource(fragmentShader, fragmentShaderText)
    gl.compileShader(fragmentShader)
    if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
        alert('fragment', gl.getShaderInfoLog(fragmentShader))
        return
    }
    shaderProgram = gl.createProgram()
    gl.attachShader(shaderProgram, vertexShader )
    gl.attachShader(shaderProgram, fragmentShader)
    gl.linkProgram(shaderProgram)
    if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
        alert('Failed to setup shaders')
    }
    gl.useProgram(shaderProgram)
    shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos')
    //gl.enableVertexAttribArray(shaderProgram.vertextPositionAttribute)
}
function initBuffer() {
    buffer = gl.createBuffer()
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
    const triangleVertices = [
          0.0,  0.5, 0.0,
        -0.5, -0.5, 0.0,
          0.5, -0.5, 0.0
    ]
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW)
    buffer.itemSize = 3
    buffer.numberOfItems = 3
    console.log(shaderProgram)
}
function draw() {
    gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
            buffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
    //Draw the triangle
    gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
    requestAnimationFrame(draw);
}
startup()
<canvas id="myCanvas" width="500" height="500"></canvas>