2015-10-03 131 views
0

我已經設置了一個用作opengl查看器的qt小部件。我的目標是將其用作紋理查看器和模型查看器。這就是爲什麼我創建了兩個不同的程序,並附加了不同的着色器以滿足我的需求。DrawElements崩潰Qt應用程序

我將所有對象存儲在自制的自定義類中,該類還存儲正確的對象程序ID。

在QGLWidget的paintGL函數中,我正在做所有需要完成的工作來繪製場景。

問題是,雖然模型的工作,當我試圖簡單地切換程序,並繪製一個簡單的四,窗口崩潰,並在控制檯發生了什麼我沒有錯誤。通過添加打印語句,我發現gldrawElements函數正在導致崩潰,但我找不到原因。

def paintGL(self): 
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) 
    for ob in self.objects: 
     activeBuffers = [] 
     # GL.glLinkProgram(ob.program) 
     GL.glLinkProgram(ob.program) 
     GL.glUseProgram(ob.program) 
     # print ob.vBuffer, ob.uvBuffer, ob.nBuffer, ob.iBuffer 

     if ob.program == self.programs[0]: 
      # Update Panning 
      loc = GL.glGetUniformLocation(ob.program, "panX") 
      GL.glUniform1f(loc, self.panX) 
      loc = GL.glGetUniformLocation(ob.program, "panY") 
      GL.glUniform1f(loc, self.panY) 

      # Update Scale in Shader 
      loc = GL.glGetUniformLocation(ob.program, "scale") 
      GL.glUniform1f(loc, self.scale) 
      # Update Theta in Shader 
      loc = GL.glGetUniformLocation(ob.program, "theta") 
      GL.glUniform3fv(loc, 1, self.theta) 
      # Bind Vertex VBO 
      ob.vBuffer.bind() 
      vpos = GL.glGetAttribLocation(ob.program, "vPosition") 
      GL.glVertexAttribPointer(
       vpos, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None) 
      GL.glEnableVertexAttribArray(vpos) 

     if ob.uvBuffer: 
      # Bind UVs 
      ob.uvBuffer.bind() 

      uvpos = GL.glGetAttribLocation(ob.program, "uvPosition") 
      print ob.program, uvpos 
      if not uvpos == -1: 
       GL.glVertexAttribPointer(uvpos, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, None) 
       GL.glEnableVertexAttribArray(uvpos) 
       activeBuffers.append(ob.uvBuffer) 
      else: 
       ob.uvBuffer.unbind() 

     if ob.nBuffer: 
      # Bind Normals 
      ob.nBuffer.bind() 
      npos = GL.glGetAttribLocation(ob.program, "nPosition") 
      GL.glVertexAttribPointer(npos, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None) 
      GL.glEnableVertexAttribArray(npos) 
      activeBuffers.append(ob.nBuffer) 

     # Bind Indices VBO 
     ob.iBuffer.bind() 
     activeBuffers.append(ob.iBuffer) 
     # if ob.program == self.programs[1]: 
     # print 'Continuing' 
     # continue 

     GL.glDrawElements(
      GL.GL_TRIANGLES, ob.iLen, GL.GL_UNSIGNED_INT, None) 
     # Unbind everything 
     for buf in activeBuffers: 
      buf.unbind() 

我創建提前像

def makeTextureQuad(self): 
    ob = globject() 
    ob.vBuffer = np.array(quadverts, dtype=np.float32) 
    ob.vBuffer = glvbo.VBO(ob.vBuffer) 
    ob.vLen = len(quadverts) 
    ob.iBuffer = np.array(quadfaces, dtype=np.int32) 
    ob.iBuffer = glvbo.VBO(ob.iBuffer, target=GL.GL_ELEMENT_ARRAY_BUFFER) 
    ob.iLen = len(quadfaces) * 3 
    ob.uvBuffer = np.array(quaduvs, dtype=np.float32) 
    ob.uvBuffer = glvbo.VBO(ob.uvBuffer) 
    # ob.nBuffer = np.array(quadnorms, dtype=np.float32) 
    # ob.nBuffer = glvbo.VBO(ob.nBuffer) 
    ob.program = self.programs[1] 
    return ob 

感謝的對象

回答

0

我傻......由於我的白癡結構的情況下,我沒有約束力的任何頂點緩衝,我要求opengl繪製元素。我把這部分移出了if區塊,它工作:)