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python - PyOpenGl 验证失败

转载 作者:行者123 更新时间:2023-12-02 08:05:59 70 4
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我正在尝试使用 pyopengl 创建一个简单的场景,但我不断收到运行时错误。我正在使用 glfw 来显示 opengl 场景。

我使用 python 是因为我想在其他一些 python 项目中包含 opengl。

我使用的是 macOS Mojave (10.14)、Python 3.7

错误:

Traceback (most recent call last):
File "main.py", line 109, in <module>
main()
File "main.py", line 64, in main
shader = OpenGL.GL.shaders.compileProgram(s.vertex(), s.fragment())
File "slib/python3.7/site-packages/OpenGL/GL/shaders.py", line 196, in
compileProgram
program.check_validate()
File "lib/python3.7/site-packages/OpenGL/GL/shaders.py", line 108, in
check_validate
glGetProgramInfoLog( self ),
RuntimeError: Validation failure (0): b'Validation Failed: No vertex
array object bound.\n'

代码:

import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy as np


def trikotnik():
trikotnik = np.array([
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0
], dtype=np.float32)
return trikotnik


class Shaders:
def __init__(self):
pass

def vertex(self):
v = """
#version 330
in vec4 position;
void main() {
gl_Position = position;
}
"""
return OpenGL.GL.shaders.compileShader(v, GL_VERTEX_SHADER)

def fragment(self):
f = """
#version 330
out vec4 fragColor;
void main() {
fragColor = vec4( 0, 1, 0, 1 );
}
"""
return OpenGL.GL.shaders.compileShader(f, GL_FRAGMENT_SHADER)


def main():
# Initialize the library
if not glfw.init():
return
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 2)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)

# Create a windowed mode window and its OpenGL context
window = glfw.create_window(640, 480, "Hello World", None, None)
if not window:
glfw.terminate()
return

# Make the window's context current
glfw.make_context_current(window)

# Creating shaders
s = Shaders()
shader = OpenGL.GL.shaders.compileProgram(s.vertex(), s.fragment())

# Creating vertex buffer object on gpu
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
# Load data on array buffer...32 = size in bytes 9x4
# GL_STATIC_DRAW: The vertex data will be uploaded once and drawn many times.
glBufferData(GL_ARRAY_BUFFER, 32, trikotnik(), GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, VBO)

position = glGetAttribLocation(shader, "position")
glVertexAttribPointer(
position, # attribute 0. No particular reason for 0, but must match the layout in the shader.
3, # size
GL_FLOAT, # type
GL_FALSE, # normalized
0, # stride
None # array buffer offset
)
glEnableVertexAttribArray(position)

glUseProgram(shader)

glClearColor(0, 107, 179, 1.0)

# Loop until the user closes the window
while not glfw.window_should_close(window):
# Render here, e.g. using pyOpenGL

# Clear color buffer
glClear(GL_COLOR_BUFFER_BIT)

# Draw
glDrawArrays(GL_TRIANGLES, 0, 3)

# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()

glfw.terminate()


if __name__ == "__main__":
main()

我在源代码中找到了这个:

validate (keyword only) -- if False, suppress automatic validation against current GL state. In advanced usage the validation can produce spurious errors. Note: this function is not really intended for advanced usage, if you're finding yourself specifying this flag you likely should be using your own shader management code.

我尝试将其设置为 False,但仍然收到错误。

最佳答案

要么使用 Vertex Array Object或者切换到兼容性配置文件上下文 glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_COMPAT_PROFILE)。在核心配置文件中,您必须有一个命名的 VAO,它不是可选的。

在指定顶点数组数据数组之前创建并绑定(bind) VAO:

VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)

glVertexAttribPointer(
position, # attribute 0. No particular reason for 0, but must match the layout in the shader.
3, # size
GL_FLOAT, # type
GL_FALSE, # normalized
0, # stride
None # array buffer offset
)
glEnableVertexAttribArray(position)

关于python - PyOpenGl 验证失败,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53279015/

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