opengl-compat

Vertex Shader error while Passing mesh face index using glvertex4i

久未见 提交于 2020-01-30 13:18:07
问题 Initializing GL_List for processing. glBegin(GL_POINTS); for (i = 0; i < faceNum; i++) { mesh->GetFaceNodes(i + 1, ver[0], ver[1], ver[2], ver[3]); **glVertex4i(ver[0] - 1, ver[1] - 1, ver[2] - 1, i+1);** } glEnd(); glEndList(); Vertex Shader gives me a compilation error and doesn't know why. Vertex Shader: varying out float final; void main( void ) { final = float(gl_Vertex.w); // want to pass this face index on to } Geometry Shader: varying in float final[]; varying out float final_tofrag;

OpenTK - How to achive antialiasing using accumulation buffer

风格不统一 提交于 2020-01-05 07:09:16
问题 Im trying to achieve antialiasing using accumulation buffer, but i don't fully understand what i'm doing wrong. The only effects im getting is drop down in fps, which i know is to be expected in this method. The jitter table is a table filled with floats to make antialiasing look smoother. I think it's probably because setting MartixMode doesnt change UniformMatrix method i later use in drawing objects. Here's my OnRenderFrame method: protected override void OnRenderFrame(FrameEventArgs e) {

OpenGL Lighting on texture plane is not working

主宰稳场 提交于 2019-12-17 22:28:22
问题 I want to light to the texture plane but this is not work. Light on solid sphere is very well, but texture plane is not light. Whole Image Lighting on solid-sphere is working well. But, lighting on texture plane is not working. (GL_DECAL, GL_REPLACE; I also tried GL_MODULATE) This is a snippet of my rendering code. (Whole code on GitHub) Loading texture. sf::Image image; if (!image.loadFromFile(path)) return false; glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexImage2D( GL

How to rotate a certain object (Quad) in PyOpenGL?

僤鯓⒐⒋嵵緔 提交于 2019-12-11 06:24:17
问题 I am making a game in PyOpenGL where an object (e.g. cuboid) should face the camera. To do that, I have to rotate the specific object. How can I do that? glRotatef() rotates the whole world, but not a single object, so I can't use it. Also, the solution of glPushMatrix() How can I rotate multiple quads separately? (Pygame, PyOpengl) doesn't work. A solution that changes the vertex will be good. #!/usr/local/bin/python3 import pygame from pygame.locals import * from OpenGL.GL import * from

legacy opengl - rendering cube map layout, understanding glTexCoord3f parameters

纵饮孤独 提交于 2019-12-10 19:06:02
问题 I would like to render a cube map layout (orthographic projection) - something like this. Let's focus on the +X face (right on the picture). The code which renders +X face looks this way: glBegin(GL_QUADS); glTexCoord3f(1, 1, -1); glVertex2i(0,0); glTexCoord3f(1, 1, 1); glVertex2i(256,0); glTexCoord3f(1, -1, 1); glVertex2i(256, 256); glTexCoord3f(1, -1, -1); glVertex2i(0, 256); glEnd(); It looks like that glTexCoord3f uses ndc values, but I don't understand why y value is positive for the

OpenGL render view without a visible window in python

↘锁芯ラ 提交于 2019-12-10 12:55:57
问题 I need to render some scene. I managed to do it in python using pyopengl and pygame. The problem is that it creates a window for a short period of time. I want to render the same image and save it, without creating a visible window (Or possibly without creating a window at all, and even without pygame). import cv2 import numpy as np import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * def main(): DISPLAY_WIDTH = 900 DISPLAY_HEIGHT = 900 pygame.init()

How create a camera on PyOpenGL that can do “perspective rotations” on mouse movements?

旧街凉风 提交于 2019-12-07 17:56:47
问题 I am creating a first-person view RPG and I want to rotate the camera in PyOpenGL when I move the mouse (just like some other games like Minecraft). What function can I use to do this and how? I tried to use gluLookAt() but I don't understand how it works although I went through different sources. I don't even know if it can help. import sys,pygame from OpenGL.GL import * from OpenGL.GLU import * cmddown = False #... keypress = pygame.key.get_pressed()#Move using WASD if keypress[pygame.K_w]:

ray intersection misses the target

丶灬走出姿态 提交于 2019-12-07 17:45:49
问题 I'm trying to pick a 3d point. I read various sites but my code doesn't work. on right mouse click: glGetFloatv(GL_MODELVIEW_MATRIX,mv_mat) glGetFloatv(GL_PROJECTION_MATRIX,p_mat) ip_mat = np.linalg.inv(mat4(p_mat)) # clip = array[ # (2*x)/window_width-1 # 1-(y*2)/window.height # -1 # 1 camera_coord = np.dot(ip_mat,clip) camera_coord = np.array([camera_coord[0,0],camera_coord[0,1],-1,0]) imv_mat = np.linalg.inv(mat4(mv_mat)) ray_world = np.dot(imv_mat,camera_coord) ray_world = np.array([ray

How create a camera on PyOpenGL that can do “perspective rotations” on mouse movements?

橙三吉。 提交于 2019-12-06 03:55:30
I am creating a first-person view RPG and I want to rotate the camera in PyOpenGL when I move the mouse (just like some other games like Minecraft). What function can I use to do this and how? I tried to use gluLookAt() but I don't understand how it works although I went through different sources. I don't even know if it can help. import sys,pygame from OpenGL.GL import * from OpenGL.GLU import * cmddown = False #... keypress = pygame.key.get_pressed()#Move using WASD if keypress[pygame.K_w]: glTranslatef(0,0,0.1) if keypress[pygame.K_s]: glTranslatef(0,0,-0.1) if keypress[pygame.K_d]:

ray intersection misses the target

China☆狼群 提交于 2019-12-06 00:24:46
I'm trying to pick a 3d point. I read various sites but my code doesn't work. on right mouse click: glGetFloatv(GL_MODELVIEW_MATRIX,mv_mat) glGetFloatv(GL_PROJECTION_MATRIX,p_mat) ip_mat = np.linalg.inv(mat4(p_mat)) # clip = array[ # (2*x)/window_width-1 # 1-(y*2)/window.height # -1 # 1 camera_coord = np.dot(ip_mat,clip) camera_coord = np.array([camera_coord[0,0],camera_coord[0,1],-1,0]) imv_mat = np.linalg.inv(mat4(mv_mat)) ray_world = np.dot(imv_mat,camera_coord) ray_world = np.array([ray_world[0],ray_world[1],ray_world[2]]) ray_world = ray_world/np.linalg.norm(ray_world) Intersect_sphere