Johnathon332 0 Newbie Poster

hey guys, I am currently having problems with my OpenGL ES 2.0 application. I think I may have done my matrices wrong im not sure, but I cannot see my quad rendered to the screen. I believe it is something to do with the matrices I have set up which is why I cannot view my quad? or it could be within my vertex shader.
below here is the code for my vertex shader

//works with object
attribute highp   vec3  inVertex;
attribute mediump vec3 inNormal;
attribute mediump vec2  inTexCoord;

//matrix for scene
uniform mediump mat4 projection_matrix;
uniform mediump mat4  view_matrix;
uniform mediump mat4 model_matrix;

//needed to pass tex coords to frag shader to operate on.
varying mediump vec2  TexCoord;

void main()
    gl_Position = model_matrix * view_matrix * projection_matrix * vec4(inVertex, 1.0);
    TexCoord = inTexCoord;

This is within the initview method and lastly underneath this is where I draw my quad and pass the matrices to the shader.

// Interleaved vertex data
    GLfloat sqVert[] = { 
                         1.0f, 1.0f,//UV
                         0.0f, 1.0f,//UV
                         0.5f,-0.5f,0.0f, //postions
                         1.0f, 0.0f, //UV
                         -0.5f, -0.5f, 0.0f,
                         0.0f, 0.0f,//UV
                         0.0f, 1.0f,//UV
                         1.0f, 0.0f //UV 

    glGenBuffers(1, &m_ui32Vbo);

    m_ui32VertexStride = 5 * sizeof(GLfloat); // 3 floats for the pos, 2 for the UVs

    // Bind the VBO
    glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo);

    // Set the buffer's data
    glBufferData(GL_ARRAY_BUFFER, 6 * m_ui32VertexStride, sqVert, GL_STATIC_DRAW);

    // Unbind the VBO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    return true;

    //set projection matrix,
    //first param field of view, this specifies the angle of view
    //second gets the aspect ratio
    //third and fourth gets the near and far plane and fifth is the clip space
    bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
    p_Matrix = PVRTMat4::Perspective(60.0f, (float) PVRShellGet(prefWidth) / (float) PVRShellGet(prefHeight), 1.0f, 100.0f, PVRTMat4::OGL, false, bRotate);
    v_Matrix = PVRTMat4::LookAtLH(PVRTVec3(0.0f, 0.0f, -3.0f), PVRTVec3(0.0f, 0.0f, 0.0f), PVRTVec3(0.0f, 1.0f, 0.0f));
    m_Matrix = PVRTMat4::RotationX(45);

Here is the code within the renderscene method

glUniformMatrix4fv(m_ShaderProgram.auiLoc[ePMatrix], 1, GL_FALSE, p_Matrix.ptr());
    glUniformMatrix4fv(m_ShaderProgram.auiLoc[eVMatrix], 1, GL_FALSE, v_Matrix.ptr());

    // Bind the VBO
    glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo);
    glUniformMatrix4fv(m_ShaderProgram.auiLoc[eMMatrix], 1, GL_FALSE, m_Matrix.ptr());
    // Pass the vertex data
    glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, m_ui32VertexStride, 0);

    // Pass the texture coordinates data
    glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void*) (sizeof(GLfloat) * 3) /* Uvs start after the position */);

    // Pass the second texture coordinates data
    glVertexAttribPointer(TEXCOORD_ARRAY2, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void*) (sizeof(GLfloat) * 3) /* Uvs start after the position */);

    // Draws a non-indexed triangle array
    glDrawArrays(GL_TRIANGLES, 0, 6);