glGenVertexArrays Mac OSX PyOpenGL

2024-06-16 11:10:52 发布

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我正试图在Mac(10.11.5)上的PyOpenGL上运行GlgenVertexArray。它没有找到它

问题似乎是我的Mac(?)支持的OpenGL版本。我曾试图研究这个问题,但似乎这些文档是为历史书呆子或琐事爱好者编写的,而我两者都不是

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 Available False

Traceback (most recent call last): File "_ctypes/callbacks.c", line 315, in 'calling callback function' File "draw.py", line 99, in doRedraw mesh.draw() File "/Users/carlos/vc/SimpleRender/Mesh.py", line 170, in draw vao = glGenVertexArrays(1) File "/Users/carlos/.virtualenvs/janus/lib/python2.7/site-packages/OpenGL/platform/baseplatform.py", line 407, in call self.name, self.name, OpenGL.error.NullFunctionError: Attempt to call an undefined function glGenVertexArrays, check for bool(glGenVertexArrays) before calling

在线的每个人看到herehere似乎都在毫无问题地运行glgenvertexarrayThis guy似乎遇到了我同样的问题,但向他建议了解决方案(在我的PyOpenGL中没有定义添加GLUT_PROFILE_3_2_CORE)

我做错了什么

编辑:

我试过pyglet和PyQt5(在python3下运行),结果总是缺少GlgenVertexarray

看起来(网上有很多关于这个的错误信息),我需要做的是建立核心档案。我该怎么做?如果我放弃Python需求,会更容易吗?考虑到我不是笨蛋,我在把问题发布到这里之前就已经把问题弄清楚了。

我有:

enter image description here

我在裸机上运行,不是虚拟化,没有虚拟机,没有docker

glxinfo的输出为:

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
...

Tags: applestringcontextfloatextopenglvertexarb
1条回答
网友
1楼 · 发布于 2024-06-16 11:10:52

首先,我建议每次使用Opengl函数时,检查运行它所需的Opengl版本,例如,如果我们查看glGenVertexArrays,我们会发现您需要Opengl>;=3.0. 现在,在执行glGetString(GL_版本)时获得2.1版本的原因可能是因为您得到了一张非常旧的卡(不太可能),或者因为您没有启用Opengl核心配置文件。一旦你这样做了,你应该看到正确的Opengl版本和运行现代Opengl函数,比如你想要的

在某些情况下,如使用pyqt opengl小部件,上下文设置将在幕后为您完成。。。或者,正如您所提到的,如果您正在使用glut,那么将有一个这样做的功能

一种方法是手动启用核心概要文件,如果您是opengl的初学者,如果您只是想使用opengl而不太迷糊,那么这可能会很整洁。我建议您在pyopengl上使用一些东西,例如pyqt、pyglet、glut、pygame。。。有大量的包装,你不会发现自己手动设置。下面是一个简单的示例,它使用PyQt5(pip install PyQt5)附带的QGlWidget,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_())

这只是一个简单的测试,它向您展示了当上下文准备好时和未准备好时会发生什么,它还为您提供了一些有关vbo+vao+着色器使用的额外信息,它应该为您提供类似以下内容:

enter image description here

这应该可以让你开始。。。正如我所说,opengl上有很多包装,如果不是pyglet的话,pygame是python社区中非常有名的一款,它有很多很酷的特性

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