2017-04-08 48 views
0

我正在使用這個color_cube_actor.py文件,並且能夠在使用我的HTC Vive時運行hello_qt_controllers.py示例,我確實看到了彩色立方體,並且能夠使用roomscale漫步,所以一切正常。更改OpenVR的color_cube_actor.py的gl_PointSize會導致Python崩潰?

enter image description here

我想開始學習如何實時在Python改變緩衝區中的數據。

爲了開始,我刪除了GLSL程序中很多不必要的部分,並對其進行了修改,以將不露面的頂點呈現爲10px白色圓點。

enter image description here

試圖從一個Python循環中喂值有頂點的點大小改變我與this example試驗和我修改我的項目按照drawWithoutVBOs()風格。

使用一個簡單的靜態非變化變量(layout(location = 8) uniform float Size = 10;)我的程序工作併產生上述圖像。但是,如果我使用「變量」變量(layout(location = 8) in float Size;),那麼Python將完全崩潰而不會出現錯誤。

源碼項目

#!/bin/env python 

# file color_cube_actor.py 

from textwrap import dedent 
import numpy as np 
from OpenGL.arrays import vbo 
from OpenGL.GL import * # @UnusedWildImport # this comment squelches an IDE warning 
from OpenGL.GL.shaders import compileShader, compileProgram 
from pyqtgraph.opengl.shaders import getShaderProgram 


class ColorCubeActor(object): 
    """ 
    Draws a cube 

     2________ 3 
     /|  /| 
    6/_|____7/ | 
     | |_____|_| 
     | /0 | /1 
     |/______|/ 
     4  5 
    """ 

    def __init__(self): 
     self.shader = 0 

    def init_gl(self): 
     vertex_shader = compileShader(dedent(
      """ 
      #version 450 core 

      layout(location = 0) uniform mat4 Projection = mat4(1); 
      layout(location = 4) uniform mat4 ModelView = mat4(1); 
      //layout(location = 8) in float Size; //This causes Python to crash! 
      layout(location = 8) uniform float Size = 10; 

      vec3 UNIT_CUBE[8] = vec3[8](
       vec3(-1.0, -0.0, -1.0), // 0: lower left rear 
       vec3(+1.0, -0.0, -1.0), // 1: lower right rear 
       vec3(-1.0, +2.0, -1.0), // 2: upper left rear 
       vec3(+1.0, +2.0, -1.0), // 3: upper right rear 
       vec3(-1.0, -0.0, +1.0), // 4: lower left front 
       vec3(+1.0, -0.0, +1.0), // 5: lower right front 
       vec3(-1.0, +2.0, +1.0), // 6: upper left front 
       vec3(+1.0, +2.0, +1.0) // 7: upper right front 
      ); 

      out vec3 _color; 

      void main() { 
       _color = vec3(1.0, 1.0, 1.0); 
       gl_Position = Projection * ModelView * vec4(UNIT_CUBE[gl_VertexID] * 0.3, 1.0); 

       gl_PointSize = Size; 
      } 
      """), 
      GL_VERTEX_SHADER) 

     fragment_shader = compileShader(dedent(
      """ 
      #version 450 core 

      in vec3 _color; 
      out vec4 FragColor; 

      void main() { 
       FragColor = vec4(_color, 1.0); 
      } 
      """), 
      GL_FRAGMENT_SHADER) 

     self.shader = compileProgram(vertex_shader, fragment_shader) 

     self.vao = glGenVertexArrays(1) 
     glBindVertexArray(self.vao) 
     self.vbo = glGenBuffers(1) 
     glBindBuffer(GL_ARRAY_BUFFER, self.vbo) 

     glBindAttribLocation(self.shader, 8, "Size") 
     glLinkProgram(self.shader) 

     glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) #allow the program to specify the point size 
     glEnable(GL_DEPTH_TEST) 

    def setPointSize(self): 
     size = [10.0,10.0,10.0,10.0,10.0,10.0,10.0,10.0] 
     glEnableVertexAttribArray(8) 
     glVertexAttribPointer(8, 1, GL_FLOAT, GL_FALSE, 0, size) 

    def display_gl(self, modelview, projection): 
     glUseProgram(self.shader) 
     glBindBuffer(GL_ARRAY_BUFFER, self.vbo) 
     glBindVertexArray(self.vao) 
     glClear(GL_COLOR_BUFFER_BIT) #| GL_DEPTH_BUFFER_BIT) 

     glUniformMatrix4fv(0, 1, False, projection) 
     glUniformMatrix4fv(4, 1, False, modelview) 

     self.setPointSize() 
     glDrawArrays(GL_POINTS, 0, 8) 

     glBindBuffer(GL_ARRAY_BUFFER, 0) 
     glBindVertexArray(0) 

    def dispose_gl(self): 
     glDeleteProgram(self.shader) 
     self.shader = 0 
     glDeleteVertexArrays(1, (self.vao,)) 
     self.vao = 0 

我不知道如果我使用QT後端,而不是pygame的,然後有我的環境等之間的細微差別我的項目錯過了一些東西,或者如果可能導致問題的例子?

我希望這裏有人能幫我弄清楚爲什麼給gl_PointSize提供一個值會導致Python崩潰。我對使用PyOpenVR庫時可以實時修改緩衝區數據(位置,點大小等)的方式也很感興趣?

感謝您的幫助!


[更新]

這是我從GLSL Tutorial – Attribute Variables複製修改我的最新項目。現在,這隻會在pyGame和pySide QT中產生一個空白屏幕。

#!/bin/env python 

# file color_cube_actor.py 

import time 
from textwrap import dedent 
import numpy as np 

from OpenGL.GL import * # @UnusedWildImport # this comment squelches an IDE warning 
from OpenGL.GL.shaders import compileShader, compileProgram 

import pygame 
from pygame.locals import * 

class ColorCubeActor(object): 

    array_size = 100 

    def __init__(self): 
     self.program = 0 
     self.scale = 0 

     self.indices = np.ascontiguousarray(np.arange(self.array_size), dtype=np.int) 
     self.colors = np.ascontiguousarray(np.tile(np.array([0.0,1.0,0.0]), (self.array_size,1)), dtype=np.float) #a bunch of green vertices 
     self.sizes = np.ascontiguousarray(np.ones(self.array_size)*10, dtype=np.float) 

    def init_gl(self): 
     glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) #allow the program to specify the point size 

     vertex_shader = compileShader(dedent(""" 
      #version 450 core 

      layout(location = 0) uniform mat4 Projection = mat4(1); 
      layout(location = 4) uniform mat4 ModelView = mat4(1); 

      in vec3 ptPosition; 
      in float ptSize; 
      in vec3 ptColor; 

      out vec3 _color; 

      void main() 
      { 
       _color = ptColor; //vec3(0.2, 0.5, 1.0); //light blue 
       gl_Position = Projection * ModelView * vec4(ptPosition, 1.0); 

       //use normalized device coordinates to calculate the PointSize of a vertex based on it's distance from the perspective camera. 
       //https://www.gamedev.net/topic/574695-gl_points-distance-attenuation/# 
       vec3 ndc = gl_Position.xyz/gl_Position.w ; // perspective divide. 
       float zDist = 1.0-ndc.z ; // 1 is close (right up in your face,) 
       // 0 is far (at the far plane) 
       gl_PointSize = ptSize*zDist ; // between 0 and 50 now. 

      } 
      """), GL_VERTEX_SHADER) 

     fragment_shader = compileShader(dedent(""" 
      #version 450 core 

      in vec3 _color; 
      out vec4 FragColor; 

      void main() { 
       FragColor = vec4(_color, 1.0); //just pass a color to the vertex (results in a rectangle pixel) 
      } 
      """), GL_FRAGMENT_SHADER) 

     self.program = compileProgram(vertex_shader, fragment_shader) 

     #setup the vao and bind buffers (example: http://www.lighthouse3d.com/tutorials/glsl-tutorial/attribute-variables/) 
     self.vao = glGenVertexArrays(1) 
     glBindVertexArray(self.vao) 

     self.ptSize = glGenBuffers(1) #bind buffer for point sizes 
     glBindBuffer(GL_ARRAY_BUFFER, self.ptSize) #GL_ARRAY_BUFFER is the buffer type we use to feed attributes 
     ptSize_pointer = glGetAttribLocation(self.program, "ptSize") #get the location of attribute "ptSize" from self.program 
     glBufferData(GL_ARRAY_BUFFER, self.sizes.nbytes, self.sizes, GL_STREAM_DRAW) #feed the buffer, and let OpenGL know that we don't plan to 
     glEnableVertexAttribArray(ptSize_pointer) #Enable the attribute at that location 
     glVertexAttribPointer(ptSize_pointer, 1, GL_FLOAT, GL_FALSE, 0, 0) #Tell OpenGL what the array contains: 

     self.ptColor = glGenBuffers(1) #bind buffer for point colors 
     glBindBuffer(GL_ARRAY_BUFFER, self.ptColor) #GL_ARRAY_BUFFER is the buffer type we use to feed attributes 
     ptColor_pointer = glGetAttribLocation(self.program, "ptColor") #get the location of attribute "ptSize" from self.program 
     glBufferData(GL_ARRAY_BUFFER, self.colors.nbytes, self.colors, GL_STREAM_DRAW) #feed the buffer, and let OpenGL know that we don't plan to 
     glEnableVertexAttribArray(ptColor_pointer) #Enable the attribute at that location 
     glVertexAttribPointer(ptColor_pointer, 3, GL_FLOAT, GL_FALSE, 0, 0) #Tell OpenGL what the array contains: 

    def setPoints(self, modelview, projection): 
     self.scale += 0.0005 

     #create dataset https://matplotlib.org/mpl_toolkits/mplot3d/tutorial.html 
     theta = np.linspace(-4 * np.pi, 4 * np.pi, self.array_size) 
     z = np.linspace(-2, 2, self.array_size) 
     r = z**2 + 1 
     x = r * np.sin(theta) 
     y = r * np.cos(theta) 
     plot = np.ascontiguousarray(np.dstack((x,y,z)) * self.scale, dtype=np.float) 

     self.ptPosition = glGenBuffers(1) #bind buffer for positions and copy data into buffer 
     glBindBuffer(GL_ARRAY_BUFFER, self.ptPosition) #GL_ARRAY_BUFFER is the buffer type we use to feed attributes 
     ptPosition_pointer = glGetAttribLocation(self.program, "ptPosition") #get the location of attribute "ptSize" from self.program 
     glBufferData(GL_ARRAY_BUFFER, plot.nbytes, plot, GL_STREAM_DRAW) #feed the buffer, and let OpenGL know that we don't plan to 
     glEnableVertexAttribArray(ptPosition_pointer) #Enable the attribute at that location 
     glVertexAttribPointer(ptPosition_pointer, 3, GL_FLOAT, GL_FALSE, 0, 0)#Tell OpenGL what the array contains: 

     glUniformMatrix4fv(0, 1, False, projection) 
     glUniformMatrix4fv(4, 1, False, modelview) 

     glDrawElements(GL_POINTS, self.array_size, GL_UNSIGNED_INT, self.indices) 

    def display_gl(self, modelview, projection): 
     glClear(GL_COLOR_BUFFER_BIT) #| GL_DEPTH_BUFFER_BIT) 
     glUseProgram(self.program) 
     self.setPoints(modelview, projection) 

    def dispose_gl(self): 
     glDeleteProgram(self.program) 
     self.program = 0 

    def main(self): 
     pygame.init() 
     pygame.display.set_mode((800, 600), HWSURFACE|OPENGL|DOUBLEBUF) 
     self.init_gl() 

     projection = np.array([#the matrix generated captured while using HTC Vive 
      [ 0.75752085, 0.  , 0.  , 0.], 
      [ 0.  , 0.68160856, 0.  , 0.], 
      [ 0.05516453, -0.00299519, -1.00040019, -1.], 
      [ 0.  , 0.  , -0.20008004, 0.] 
     ]) 
     modelview = np.array([#the matrix generated captured while using HTC Vive 
      [ 0.99030989, 0.04490654, 0.13141415, 0.], 
      [-0.01430531, 0.9742285 , -0.22510922, 0.], 
      [-0.13813627, 0.22104797, 0.9654305 , 0.], 
      [-0.12975544, -0.9294402 , -1.06236947, 1.] 
     ]) 

     start_time = time.time() 
     while time.time() - start_time < 5: #5 second animation 
      self.display_gl(modelview, projection) 
      pygame.display.flip() 

if __name__ == '__main__': 
    t = ColorCubeActor() 
    t.main() 

也再次感謝大家的幫助和病人!我知道我對OpenGL非常不熟悉,非常感謝所有的建議。


[更新]

學習的OpenGL可能已中我曾嘗試在很長的時間做最難的事情之一。我現在花了四天的時間試圖在OpenGL 4.5中設置緩衝區,而且我幾乎沒有取得任何進展,我只是覺得很尷尬。

下面是我寫的一些代碼的示例(它不指定版本4.5)。根據Derhass的建議,我試圖在本文件中使用VBOs,他們似乎一直工作,直到指定#version 450 core,我所得到的都是大量的折舊錯誤和1282。再次因爲它不針對OpenGL 4.5,我不認爲我可以在OpenVR中使用它(不知道爲什麼,但是?)。

enter image description here

#!/bin/env python 
# coding: utf-8 

import time 
import numpy as np 
from textwrap import dedent 

from OpenGL.GL import * 
from OpenGL.GL.shaders import compileShader, compileProgram 

import pygame 
from pygame.locals import * 

############################################################################## 
# OpenGL funcs 
############################################################################## 
buffers=None 
shader = None 
def init_gl(): 
    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) #allow the program to specify the point size 

    global shader, buffers 

    vertex_shader = compileShader(dedent(''' 

     uniform mat4 Projection = mat4(1); 
     uniform mat4 ModelView = mat4(1); 

     varying out vec3 _color; 

     void main() { 
      _color = gl_Color; 
      gl_Position = Projection * ModelView * gl_ModelViewProjectionMatrix * gl_Vertex; 

      vec3 ndc = gl_Position.xyz/gl_Position.w ; // perspective divide. 
      float zDist = 1.0-ndc.z ; // 1 is close (right up in your face,) 
      // 0 is far (at the far plane) 
      gl_PointSize = 25*zDist ; // between 0 and 50 now. 

     } 
     '''), GL_VERTEX_SHADER) 
    fragment_shader = compileShader(dedent(''' 

     in vec3 _color; 

     void main() { 
      gl_FragColor = vec4(_color, 1.0); //gl_Color; 
     } 
     '''), GL_FRAGMENT_SHADER) 
    shader = compileProgram(vertex_shader, fragment_shader) 

    buffers=create_vbo() 

yaw=0 
pitch=0 
def draw(): 
    global yaw, pitch 
    glClear(GL_COLOR_BUFFER_BIT)# | GL_DEPTH_BUFFER_BIT) 

    glMatrixMode(GL_MODELVIEW) 
    glLoadIdentity() 

    yaw+=0.39 
    pitch+=0.27 
    glTranslatef(0.0, 0.0, 0.0) 
    glRotatef(yaw, 0, 1, 0) 
    glRotatef(pitch, 1, 0, 0) 

    setPoints() 
    glFlush() 

############################################################################## 
# vertices 
############################################################################## 
array_size = 100 
scale = 0.15 

#create dataset https://matplotlib.org/mpl_toolkits/mplot3d/tutorial.html 
theta = np.linspace(-4 * np.pi, 4 * np.pi, array_size) 
z = np.linspace(-2, 2, array_size) 
r = z**2 + 1 
x = r * np.sin(theta) 
y = r * np.cos(theta) 

vertices = np.dstack((x,y,z)) * scale 
colors = np.tile(np.array([0.0, 1.0, 0.0]), (array_size,1)) #a bunch of green vertices 
indices=np.arange(array_size) 


def create_vbo(): 
    buffers = glGenBuffers(3) 

    glBindBuffer(GL_ARRAY_BUFFER, buffers[0]) 
    glBufferData(GL_ARRAY_BUFFER, 
      vertices.nbytes, # byte size 
      (ctypes.c_float*len(vertices.flat))(*vertices.flat), 
      GL_STREAM_DRAW) 

    glBindBuffer(GL_ARRAY_BUFFER, buffers[1]) 
    glBufferData(GL_ARRAY_BUFFER, 
      colors.nbytes, # byte size 
      (ctypes.c_float*len(colors.flat))(*colors.flat), 
      GL_STATIC_DRAW) 

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]) 
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 
      indices.nbytes, # byte size 
      (ctypes.c_uint*len(indices.flat))(*indices.flat), 
      GL_STATIC_DRAW) 
    return buffers 

def draw_vbo(): 
    glEnableClientState(GL_VERTEX_ARRAY); 
    glEnableClientState(GL_COLOR_ARRAY); 

    glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); 
    glVertexPointer(3, GL_FLOAT, 0, None); 

    glBindBuffer(GL_ARRAY_BUFFER, buffers[1]); 
    glColorPointer(3, GL_FLOAT, 0, None); 

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]); 
    glDrawElements(GL_POINTS, indices.size, GL_UNSIGNED_INT, None); 

    glDisableClientState(GL_COLOR_ARRAY) 
    glDisableClientState(GL_VERTEX_ARRAY); 


def setPoints(): 
    global shader 

    glUseProgram(shader) 
    draw_vbo() 

    projection = np.array([#the matrix generated captured while using HTC Vive 
     [ 0.75752085, 0.  , 0.  , 0.], 
     [ 0.  , 0.68160856, 0.  , 0.], 
     [ 0.05516453, -0.00299519, -1.00040019, -1.], 
     [ 0.  , 0.  , -0.20008004, 0.] 
    ]) 
    modelview = np.array([#the matrix generated captured while using HTC Vive 
     [ 0.99030989, 0.04490654, 0.13141415, 0.], 
     [-0.01430531, 0.9742285 , -0.22510922, 0.], 
     [-0.13813627, 0.22104797, 0.9654305 , 0.], 
     [-0.12975544, -0.9294402 , -1.06236947, 1.] 
    ]) 

    glUniformMatrix4fv(glGetUniformLocation(shader, "Projection"), 1, False, projection) 
    glUniformMatrix4fv(glGetUniformLocation(shader, "ModelView"), 1, False, modelview) 

    glUseProgram(0) 

############################################################################## 
if __name__ == '__main__': 

    pygame.init() 
    pygame.display.set_mode((800, 600), HWSURFACE|OPENGL|DOUBLEBUF) 

    init_gl() 

    start_time = time.time() 
    while time.time() - start_time < 5: #5 second animation 
     draw() 
     pygame.display.flip() 

所以,我想它改寫成Python類(),但即使它看起來是相同的,由於某種原因,我只看到一個頂點走動,其餘都是誰知道在哪裏:

#!/bin/env python 
# coding: utf-8 

import time 
import numpy as np 
from textwrap import dedent 

from OpenGL.GL import * 
from OpenGL.GL.shaders import compileShader, compileProgram 

import pygame 
from pygame.locals import * 


class ObjectActor(object): 
    array_size = 100 

    def __init__(self): 
     self.buffers=None 
     self.shader=None 

     self.vertices = self.get_vertices() 
     self.colors = np.tile(np.array([0.0, 1.0, 0.0]), (self.array_size,1)) #a bunch of green vertices 
     self.indices = np.arange(self.array_size) 

    def init_gl(self): 
     ############################################################################## 
     # OpenGL funcs 
     ############################################################################## 

     glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) #allow the program to specify the point size 

     vertex_shader = compileShader(dedent(''' 

      uniform mat4 Projection = mat4(1); 
      uniform mat4 ModelView = mat4(1); 

      varying out vec3 _color; 

      void main() { 
       _color = gl_Color; 
       gl_Position = Projection * ModelView * gl_ModelViewProjectionMatrix * gl_Vertex; 

       vec3 ndc = gl_Position.xyz/gl_Position.w ; // perspective divide. 
       float zDist = 1.0-ndc.z ; // 1 is close (right up in your face,) 
       // 0 is far (at the far plane) 
       gl_PointSize = 25*zDist ; // between 0 and 50 now. 

      } 
      '''), GL_VERTEX_SHADER) 
     fragment_shader = compileShader(dedent(''' 

      in vec3 _color; 

      void main() { 
       gl_FragColor = vec4(_color, 1.0); //gl_Color; 
      } 
      '''), GL_FRAGMENT_SHADER) 
     self.shader = compileProgram(vertex_shader, fragment_shader) 

     self.create_vbo() 

    def display_gl(self, modelview, projection): 
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) 
     self.setPoints(modelview, projection) 
     glFlush() 

    def get_vertices(self): 
     ############################################################################## 
     # vertices 
     ############################################################################## 
     scale = 0.15 
     theta = np.linspace(-4 * np.pi, 4 * np.pi, self.array_size) 
     z = np.linspace(-2, 2, self.array_size) 
     r = z**2 + 1 
     x = r * np.sin(theta) 
     y = r * np.cos(theta) 
     return np.dstack((x,y,z)) * scale 

    def create_vbo(self): 
     self.buffers = glGenBuffers(3) 

     glBindBuffer(GL_ARRAY_BUFFER, self.buffers[0]) 
     glBufferData(GL_ARRAY_BUFFER, 
       self.vertices.nbytes, # byte size 
       (ctypes.c_float*len(self.vertices.flat))(*self.vertices.flat), 
       GL_STREAM_DRAW) 

     glBindBuffer(GL_ARRAY_BUFFER, self.buffers[1]) 
     glBufferData(GL_ARRAY_BUFFER, 
       self.colors.nbytes, # byte size 
       (ctypes.c_float*len(self.colors.flat))(*self.colors.flat), 
       GL_STATIC_DRAW) 

     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.buffers[2]) 
     glBufferData(GL_ELEMENT_ARRAY_BUFFER, 
       self.indices.nbytes, # byte size 
       (ctypes.c_float*len(self.indices.flat))(*self.indices.flat), 
       GL_STATIC_DRAW) 

    def draw_vbo(self): 
     glEnableClientState(GL_VERTEX_ARRAY) 
     glEnableClientState(GL_COLOR_ARRAY) 

     glBindBuffer(GL_ARRAY_BUFFER, self.buffers[0]) 
     glVertexPointer(3, GL_FLOAT, 0, None) 

     glBindBuffer(GL_ARRAY_BUFFER, self.buffers[1]) 
     glColorPointer(3, GL_FLOAT, 0, None) 

     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.buffers[2]) 
     glDrawElements(GL_POINTS, self.indices.size, GL_UNSIGNED_INT, None) 

     glDisableClientState(GL_COLOR_ARRAY) 
     glDisableClientState(GL_VERTEX_ARRAY) 

    def setPoints(self, modelview, projection): 
     glUseProgram(self.shader) 

     self.draw_vbo() 

     glUniformMatrix4fv(glGetUniformLocation(self.shader, "Projection"), 1, False, projection) 
     glUniformMatrix4fv(glGetUniformLocation(self.shader, "ModelView"), 1, False, modelview) 

     glUseProgram(0) 

    def main(self): 
     pygame.init() 
     pygame.display.set_mode((800, 600), HWSURFACE|OPENGL|DOUBLEBUF) 
     self.init_gl() 

     projection = np.array([#the matrix generated captured while using HTC Vive 
      [ 0.75752085, 0.  , 0.  , 0.], 
      [ 0.  , 0.68160856, 0.  , 0.], 
      [ 0.05516453, -0.00299519, -1.00040019, -1.], 
      [ 0.  , 0.  , -0.20008004, 0.] 
     ]) 
     modelview = np.array([#the matrix generated captured while using HTC Vive 
      [ 0.99030989, 0.04490654, 0.13141415, 0.], 
      [-0.01430531, 0.9742285 , -0.22510922, 0.], 
      [-0.13813627, 0.22104797, 0.9654305 , 0.], 
      [-0.12975544, -0.9294402 , -1.06236947, 1.] 
     ]) 

     yaw=0 
     pitch=0 
     start_time = time.time() 
     while time.time() - start_time < 5: #5 second animation 

      glMatrixMode(GL_MODELVIEW) 
      glLoadIdentity() 
      yaw+=0.39 
      pitch+=0.27 
      glTranslatef(0.0, 0.0, 0.0) 
      glRotatef(yaw, 0, 1, 0) 
      glRotatef(pitch, 1, 0, 0) 

      self.display_gl(modelview, projection) 

      pygame.display.flip() 

############################################################################## 
if __name__ == '__main__': 
    t = ObjectActor() 
    t.main() 

在這一點上,我肯定會考慮PyOpenGL的工作方式,或者我無法弄清楚如何使用它的可能性。無論哪種方式,它是一個真正的無趣..

+0

您是否考慮過檢查錯誤?我看到你編譯並鏈接了一個程序,但是你從不檢查是否成功。當然,Python的GL包裝器可能會爲你做到這一點。 –

回答

0

你的代碼是無效的,很可能會崩潰。

glVertexAttribPointer會將最後一個參數作爲字節偏移量轉換爲當前綁定的GL_ARRAY_BUFFER對象。如果你想指定一些客戶端內存指針,你必須確保將綁定目標設置爲0.但是,你的代碼在之前就是glBindBuffer(GL_ARRAY_BUFFER, self.vbo)

現在self.vbo實際上是有效緩衝區對象的名稱,但您從未創建過任何存儲的名稱。結果是,你只是爲GL設置了一些完全無效的指針,而當它嘗試解除引用時,確實會崩潰。

不清楚哪個OpenGL上下文版本以及更重要的是您使用的配置文件。在覈心配置文件中,不再使用客戶端頂點數組,您必須先將數據傳輸到VBO。在兼容性配置文件或傳統上下文中,您可能需要在設置attrib指針之前確保glBindBuffer(GL_ARRAY_BUFFER,0)來解決此崩潰問題。

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我只是嘗試刪除所有調用來綁定vbo和vao,然後通過使用PyGame渲染窗口,我可以由於某種原因實際上得到它的工作,我可以將垂直大小餵給程序?但是如果我在使用OpenVR和QT時嘗試相同的代碼,我會得到1282錯誤。此外,在設置attrib指針之前,我曾嘗試使用'glBindBuffer(GL_ARRAY_BUFFER,0)',但它似乎沒有太大影響。 – Logic1

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那麼,你可能會使用不同的上下文版本。無論如何,你真的不應該使用這些棄用的東西。 – derhass

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我從這兩種方法打印了'glGetString(GL_VERSION)'輸出,並且有所不同。 PyGame gl_version ='4.5.0 NVIDIA 378.92'和PySide QT gl_version ='4.1.0 NVIDIA 378.92'。這可能是問題嗎?版本是否可以通過編程方式更改? – Logic1