This is my first experiment in WebGL: I am trying to add a cube, octahedron and tetrahedron to a single canvas. I programmed each shape separately and tested them: they each work when living inside their own canvases. When I tried adding them together, that's when things go wrong. At present I only see the octahedron spinning about (no, it is not obscuring the other shapes, I have checked). When I comment the octahedron out, I see the cube and tetrahedron spinning around, but their colour buffers have been mixed up and are not what I wanted (when I try to separate their colour buffers, nothing renders to the screen). I realise there are inconsistencies in how I coded these, but the present configuration was the only way I could get both those two objects to show. Now the recent addition of the octahedron made the previous two disappear.
I sense the issue relates to vertex and colour buffers, but I don’t have enough experience and background to know what to amend. Do I instantiate a colour buffer for each of these? That would make sense. I tried and this but it did not go well for the first two shapes, hence the mixing of colour buffers.
Would be much appreciated if anyone could advise / help me out on this. Have been spending countless hours trying to get to grips with this problem.
var canvas;
var gl;
var NumVertices  = 36;
var points = [];
var colors = [];
var pointsT = [];
var colorsT = [];
var pointsO = [];
var colorsO = [];
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = 0;
var theta = [ 0, 0, 0 ];
var thetaLoc;
window.onload = function init()
{
    canvas = document.getElementById( "gl-canvas" );
    gl = WebGLUtils.setupWebGL( canvas );
    if ( !gl ) { alert( "WebGL is not available" ); }
    // --------------- Cube --------------------------
    colorCube();
    // --------------- Tetrahedron -------------------
    colorTetra();
    // --------------- Octohedron --------------------
    colorOcto();
    gl.viewport( 0, 0, canvas.width, canvas.height );
    gl.clearColor( 0.1, 0.1, 0.1, 1.0 );
    gl.enable(gl.DEPTH_TEST);
    // --------------- Load shaders and initialize attribute buffers
    // --------------- Cube --------------------------
    var program = initShaders( gl, "vertex-shader", "fragment-shader" );
    gl.useProgram( program );
    var cBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW );
    var vColor = gl.getAttribLocation( program, "vColor" );
    gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vColor );
    var vBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW );
    var vPosition = gl.getAttribLocation( program, "vPosition" );
    gl.vertexAttribPointer( vPosition, 3, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vPosition );
    thetaLoc = gl.getUniformLocation(program, "theta"); 
    // --------------- Tetrahedron -------------------
    var tcBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, tcBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW );
    var tvColor = gl.getAttribLocation( program, "vColor" );
    gl.vertexAttribPointer( tvColor, 3, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( tvColor );
    var tvBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, tvBuffer);
    gl.bufferData( gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW );
    var tvPosition = gl.getAttribLocation( program, "vPosition" );
    gl.vertexAttribPointer( tvPosition, 3, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( tvPosition );
    // --------------- Octohedron --------------------      
    var ocBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, ocBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsO), gl.STATIC_DRAW );
    var ovColor = gl.getAttribLocation( program, "vColor" );
    gl.vertexAttribPointer( ovColor, 3, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( ovColor );
    var ovBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, ovBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsO), gl.STATIC_DRAW );
    var ovPosition = gl.getAttribLocation( program, "vPosition" );
    gl.vertexAttribPointer( ovPosition, 3, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( ovPosition );
    render();
}
function render()
{
    gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    theta[axis] += 2.0;
    gl.uniform3fv(thetaLoc, theta);
    // Render cube
    gl.drawArrays( gl.TRIANGLES, 0, NumVertices );
    // Render tetrahedron
    gl.drawArrays( gl.TRIANGLES, 0, points.length );
    // Render sphere
    gl.drawArrays( gl.TRIANGLES, 0, pointsO.length );
    requestAnimFrame( render );
}
// DEFINE CUBE
function colorCube()
{
    quad( 1, 0, 3, 2 );
    quad( 2, 3, 7, 6 );
    quad( 3, 0, 4, 7 );
    quad( 6, 5, 1, 2 );
    quad( 4, 5, 6, 7 );
    quad( 5, 4, 0, 1 );
}
function quad(a, b, c, d) 
{
    var vertices = [
        vec3( -0.25, -0.25,  0.25 ),
        vec3( -0.25,  0.25,  0.25 ),
        vec3(  0.25,  0.25,  0.25 ),
        vec3(  0.25, -0.25,  0.25 ),
        vec3( -0.25, -0.25, -0.25 ),
        vec3( -0.25,  0.25, -0.25 ),
        vec3(  0.25,  0.25, -0.25 ),
        vec3(  0.25, -0.25, -0.25 )
    ];
    var vertexColors = [
        [ 0.9, 0.9, 0.2, 1.0 ],  // oarnge
        [ 1.0, 0.0, 0.0, 1.0 ],  // red
        [ 1.0, 1.0, 0.0, 1.0 ],  // yellow
        [ 0.0, 1.0, 0.0, 1.0 ],  // green
        [ 0.0, 0.0, 1.0, 1.0 ],  // blue
        [ 1.0, 0.0, 1.0, 1.0 ],  // magenta
        [ 1.0, 1.0, 1.0, 1.0 ],  // white
        [ 0.0, 1.0, 1.0, 1.0 ]   // cyan
    ];
    // Partion the quad into two triangles in order for
    // WebGL to be able to render it.      
    // vertex color assigned by the index of the vertex
    var indices = [ a, b, c, a, c, d ];
    for ( var i = 0; i < indices.length; ++i ) {
        points.push( vertices[indices[i]] );
        colors.push( vertexColors[indices[i]] );
        //for solid colored faces use 
        //colors.push(vertexColors[a]);    
    }
}
// DEFINE TETRAHEDRON
function colorTetra(){
    var verticesT = [
        vec3(  0.0000,  0.0000, -0.3500 ),
        vec3(  0.0000,  0.3500,  0.1500 ),
        vec3( -0.3500, -0.1500,  0.1500 ),
        vec3(  0.3500, -0.1500,  0.1500 )
    ];
    tetra(verticesT[0], verticesT[1], verticesT[2], verticesT[3]);
}
function makeTetra( a, b, c, color )
{
    // add colors and vertices for one triangle
    var baseColors = [
        vec3(0.7, 0.7, 0.9, 1.0),
        vec3(0.6, 0.8, 0.9, 1.0),
        vec3(0.5, 0.6, 0.9, 1.0),
        vec3(1.0, 1.0, 0.2, 1.0)
    ];
    colors.push( baseColors[color] );
    points.push( a );
    colors.push( baseColors[color] );
    points.push( b );
    colors.push( baseColors[color] );
    points.push( c );
}
function tetra( p, q, r, s )
{
    // tetrahedron with each side using
    // a different color
    makeTetra( p, r, q, 0 );
    makeTetra( p, r, s, 1 );
    makeTetra( p, q, s, 2 );
    makeTetra( q, r, s, 3 );
}
// DEFINE OCTOHEDRON
function colorOcto(){
    var verticesO = [
        vec3(  0.4000, 0.0000, 0.0000 ),        
        vec3(  0.0000, 0.0000, 0.0000 ),
        vec3(  0.0000, 0.4000, 0.0000 ),
        vec3(  0.4000, 0.4000, 0.0000 ),
        vec3(  0.2000, 0.2000, 0.3000 ),
        vec3(  0.2000, 0.2000, -0.3000 )
    ];
    octo(verticesO[0], verticesO[1], verticesO[2], verticesO[3], verticesO[4], verticesO[5]);   
}
function makeOcto( a, b, c, color )
{
    // add colors and vertices for one triangle
    var baseColors = [
        vec3(0.6, 0.6, 0.6, 1.0),
        vec3(0.3, 0.4, 0.9, 1.0),
        vec3(0.9, 0.9, 0.9, 1.0),
    ];
    colorsO.push( baseColors[color] );
    pointsO.push( a );
    colorsO.push( baseColors[color] );
    pointsO.push( b );
    colorsO.push( baseColors[color] );
    pointsO.push( c );
}
function octo( a, b, c, d , e, f)
{
    // tetrahedron with each side using
    // a different color
    makeOcto( a, d, e, 0 );
    makeOcto( a, b, e, 1 );
    makeOcto( b, c, e, 0 );
    makeOcto( c, d, e, 1 );
    makeOcto( a, d, f, 1 );
    makeOcto( a, b, f, 2 );
    makeOcto( b, c, f, 1 );
    makeOcto( c, d, f, 2 );
}
I uploaded the complete code structure here:
 
     
    