我正在尝试用pyopengl创建一个简单的场景,但是我一直在获取运行时错误。我使用glfw来显示opengl场景。
我使用python是因为我希望在其他python项目中包含opengl。
我在macOS Mojave上(10.14),Python3.7
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:
验证(仅关键字) --如果为False,则抑制针对当前GL状态的自动验证。在高级使用中,验证会产生虚假错误。注意:这个函数实际上并不适合高级使用,如果您发现自己指定了这个标志,那么您应该使用自己的着色器管理代码。
我试着把它设置为假,但我仍然得到一个错误。
发布于 2018-11-13 10:40:25
要么使用顶点阵列对象,要么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,必须有一个名为VAO的名称,它不是可选的。
在指定顶点数组数据数组之前,创建并绑定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)https://stackoverflow.com/questions/53279015
复制相似问题