我试图在我的Mac上运行PyOpenGL上的glGenVertexArrays(10.11.5)。它找不到它。
问题似乎是我的Mac支持的OpenGL版本(?)。我试图研究这个问题,但似乎文档是为历史书呆子或琐事爱好者写的,我不是。
当我尝试这样做时:
print("OpenGL: " + str(glGetString(GL_VERSION)))
print('glGenVertexArrays Available %s' % bool(glGenVertexArrays))
vao = glGenVertexArrays(1)
我明白了:
OpenGL:2.1 NVIDIA-10.10.10 310.42.25f01
glGenVertexArrays可用错误
Traceback(最近一次调用最后一次):File" _ctypes / callbacks.c",line 315,在呼叫回叫功能'文件" draw.py",第99行,in doRedraw mesh.draw()File" /Users/carlos/vc/SimpleRender/Mesh.py" ;,第170行,正在绘制 vao = glGenVertexArrays(1)File" /Users/carlos/.virtualenvs/janus/lib/python2.7/site-packages/OpenGL/platform/baseplatform.py", 第407行,致电 self。 name ,self。 name ,OpenGL.error.NullFunctionError:尝试调用未定义的函数glGenVertexArrays,检查 调用之前的bool(glGenVertexArrays)
在线的每个人都看到here,或者here似乎没有问题地运行glGenVertexArrays。 This guy似乎遇到了同样的问题,但解决方案向他建议(添加GLUT_PROFILE_3_2_CORE未在我的PyOpenGL中定义)
我做错了什么?
修改
我尝试过pyglet和PyQt5(在python3下运行),它总是归结为缺少glGenVertexArrays。
似乎(网上很多关于此事的错误信息)我需要做的是设置核心配置文件。我怎么做?如果我放弃Python要求会更容易吗?考虑到我并非笨拙,而且我在发布此问题之前已经彻底解决了我的问题。
我有:
我在裸机上运行,而不是虚拟化,没有虚拟机,没有泊坞机。
glxinfo的输出是:
name of display: /private/tmp/com.apple.launchd.RUemSPHKIt/org.macosforge.xquartz:0
display: /private/tmp/com.apple.launchd.RUemSPHKIt/org.macosforge.xquartz:0 screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_OML_swap_method, GLX_SGIS_multisample,
GLX_SGIX_fbconfig
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_create_context, GLX_ARB_create_context_profile,
GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,
GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile,
GLX_EXT_create_context_es_profile, GLX_EXT_fbconfig_packed_float,
GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context,
GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,
GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,
GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_MESA_multithread_makecurrent, GLX_OML_swap_method,
GLX_SGIS_multisample, GLX_SGIX_fbconfig
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce GT 750M OpenGL Engine
OpenGL version string: 2.1 NVIDIA-10.10.10 310.42.25f01
OpenGL shading language version string: 1.20
OpenGL extensions:
GL_APPLE_aux_depth_stencil, GL_APPLE_client_storage,
GL_APPLE_element_array, GL_APPLE_fence, GL_APPLE_float_pixels,
GL_APPLE_flush_buffer_range, GL_APPLE_flush_render,
GL_APPLE_object_purgeable, GL_APPLE_packed_pixels, GL_APPLE_pixel_buffer,
GL_APPLE_rgb_422, GL_APPLE_row_bytes, GL_APPLE_specular_vector,
GL_APPLE_texture_range, GL_APPLE_transform_hint,
GL_APPLE_vertex_array_object, GL_APPLE_vertex_array_range,
GL_APPLE_vertex_point_size, GL_APPLE_vertex_program_evaluators,
GL_APPLE_ycbcr_422, GL_ARB_color_buffer_float, GL_ARB_depth_buffer_float,
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
GL_ARB_fragment_shader, GL_ARB_framebuffer_object,
GL_ARB_framebuffer_sRGB, GL_ARB_half_float_pixel,
GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays,
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
GL_ARB_provoking_vertex, GL_ARB_seamless_cube_map, GL_ARB_shader_objects,
GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shadow,
GL_ARB_sync, GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat,
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
GL_ARB_texture_rg, GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra,
GL_ARB_vertex_blend, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program,
GL_ARB_vertex_shader, GL_ARB_window_pos, GL_ATI_separate_stencil,
GL_ATI_texture_env_combine3, GL_ATI_texture_float,
GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_bindable_uniform, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
GL_EXT_debug_label, GL_EXT_debug_marker, GL_EXT_depth_bounds_test,
GL_EXT_draw_buffers2, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,
GL_EXT_packed_float, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_specular_color,
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
GL_EXT_texture_array, GL_EXT_texture_compression_dxt1,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_env_add,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,
GL_EXT_texture_shared_exponent, GL_EXT_timer_query,
GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra,
GL_IBM_rasterpos_clip, GL_NV_blend_square, GL_NV_conditional_render,
GL_NV_depth_clamp, GL_NV_fog_distance, GL_NV_fragment_program2,
GL_NV_fragment_program_option, GL_NV_light_max_exponent,
GL_NV_multisample_filter_hint, GL_NV_point_sprite,
GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_vertex_program2_option, GL_NV_vertex_program3,
GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
128 GLX Visuals
...
答案 0 :(得分:2)
首先,我建议每次使用Opengl函数时,检查运行它所需的opengl版本没有问题,例如,如果我们查看glGenVertexArrays我们'我看你需要Opengl> = 3.0。现在,您在执行glGetString(GL_VERSION)时获得2.1版本的原因要么是因为您有一张非常旧的卡(不太可能),要么是因为您尚未启用Opengl核心配置文件。一旦你这样做,你应该看到正确的Opengl版本并运行现代的Opengl功能,例如你要求的那个。
在某些情况下,例如使用pyqt opengl小部件,上下文设置将在窗帘后面为您完成...或者,当您提及如果您使用过剩时,将会有一个功能
一种方法是手动启用核心配置文件,如果你是一名初学者,如果你只是想使用opengl而没有太多的hang,我可以推荐在pyopengl上使用一些东西,比如pyqt,pyglet,过剩,pygame ......有很多包装器,你不会发现自己在进行手动设置。下面你将找到一个简单的例子,它使用了PyQt5(pip install PyQt5
)附带的QGlWidget,它应该是开箱即用的:
import textwrap
import sys
import time
import ctypes
from array import array
from PyQt5 import QtWidgets
from PyQt5.QtOpenGL import QGLWidget
from PyQt5.QtWidgets import QApplication
from OpenGL.GL import *
from OpenGL.GLU import *
class FooOpengl(QGLWidget):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# Test to show how at this point Opengl Context setup hasn't been done
# and therefore will crash
print('{:*^80}'.format('Opengl Context not ready'))
try:
print(self._opengl_info())
except Exception as e:
print(e)
self.start_time = time.clock()
self.startTimer(0)
def initializeGL(self):
# Test to show how at this point Opengl Context is ready to go
print('{:*^80}'.format('Opengl Context ready'))
print(self._opengl_info())
# Shaders: Trivial program
vs_source = textwrap.dedent("""
#version 330
in vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}\
""")
fs_source = textwrap.dedent("""
#version 330
void main()
{
gl_FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}\
""")
vs = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vs, vs_source)
glCompileShader(vs)
fs = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fs, fs_source)
glCompileShader(fs)
self.program = glCreateProgram()
glAttachShader(self.program, fs)
glAttachShader(self.program, vs)
glLinkProgram(self.program)
vertices = [
0.0, 0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0
]
vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
self.vao = glGenVertexArrays(1)
glBindVertexArray(self.vao)
position = glGetAttribLocation(self.program, 'position')
glEnableVertexAttribArray(position)
glVertexAttribPointer(
position, 3, GL_FLOAT, False, 0, ctypes.c_void_p(0))
glBufferData(
GL_ARRAY_BUFFER, array("f", vertices).tostring(), GL_STATIC_DRAW)
glBindVertexArray(0)
glDisableVertexAttribArray(position)
glBindBuffer(GL_ARRAY_BUFFER, 0)
def timerEvent(self, event):
elapsed = time.clock() - self.start_time
self.repaint()
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glUseProgram(self.program)
glBindVertexArray(self.vao)
glDrawArrays(GL_TRIANGLES, 0, 3)
glBindVertexArray(0)
glUseProgram(0)
def _opengl_info(self):
return textwrap.dedent("""\
Vendor: {0}
Renderer: {1}
OpenGL Version: {2}
Shader Version: {3}
Num Extensions: {4}
Extensions: {5}
""").format(
glGetString(GL_VENDOR).decode("utf-8"),
glGetString(GL_RENDERER).decode("utf-8"),
glGetString(GL_VERSION).decode("utf-8"),
glGetString(GL_SHADING_LANGUAGE_VERSION).decode("utf-8"),
glGetIntegerv(GL_NUM_EXTENSIONS),
glGetString(GL_EXTENSIONS)
)
if __name__ == "__main__":
app = QtWidgets.QApplication(sys.argv)
ex = FooOpengl()
ex.show()
sys.exit(app.exec_())
它只是一个简单的测试,它可以显示当上下文准备就绪时会发生什么,什么时候没有,也会给你一些关于vbo + vao +着色器使用的额外糖果,它应该会给你类似的东西对此:
这应该可以让你开始...正如我所说的,在opengl上有很多包装器,如果不是pyglet,pygame是python社区中非常着名的包装器很酷的功能。