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here或here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:
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
...
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: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:
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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