opengl

numpy.float128 doesn't exist in windows, but is called from OpenGL

青春壹個敷衍的年華 提交于 2021-02-10 20:22:49
问题 I decided to try using OpenGL VBO in Python to improve FPS. I found code, that worked perfectly fine in Linux OS (Ubuntu), but when I tried launching in Windows OS, the code resulted in a message: "GLUT Display callback with (),{} failed: returning None module 'numpy' has no attribute 'float128'" So, I can't run the code specifically on Windows, but because I want to create a cross-platform application, I really need to solve this. I've done a lot of research and only found that numpy

glDrawBuffer(GL_NONE) vs glColorMask set to all GL_FALSE

北战南征 提交于 2021-02-10 20:00:24
问题 What is the difference between glDrawBuffer(GL_NONE) and glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE) Are both just another way of discarding any draws to color buffers? or there are some differences? 回答1: First and foremost, glDrawBuffer (...) applies to the current framebuffer only, it is a per-FBO state. glColorMask (...) , on the other hand, is a global state that masks writes from per-fragment operations to all logical framebuffers. Another problem with glColorMask (...) is that it

Passing arrays of structs to OpenGL

╄→尐↘猪︶ㄣ 提交于 2021-02-10 14:53:17
问题 I often use a struct to encapsulate a piece of graphics data, like colors/pixels. Provided they use the expected data type, can I pass arrays of these to OpenGL, or does this violate strict aliasing rules? For example: typedef struct Color { uint8_t v[4]; } Color; Color colors[200]; for (int i = 0; i < 200; i++) { /* populate color data */ } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors); Versus the less abstracted version: uint8_t colors[200 * 4]; for

Passing arrays of structs to OpenGL

别等时光非礼了梦想. 提交于 2021-02-10 14:52:14
问题 I often use a struct to encapsulate a piece of graphics data, like colors/pixels. Provided they use the expected data type, can I pass arrays of these to OpenGL, or does this violate strict aliasing rules? For example: typedef struct Color { uint8_t v[4]; } Color; Color colors[200]; for (int i = 0; i < 200; i++) { /* populate color data */ } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors); Versus the less abstracted version: uint8_t colors[200 * 4]; for

OpenGL library not linking [duplicate]

妖精的绣舞 提交于 2021-02-10 14:29:57
问题 This question already has answers here : What is an undefined reference/unresolved external symbol error and how do I fix it? (34 answers) Closed 5 years ago . I have this error on Ubuntu Eclipse that doesn't go away: Invoking: GCC C++ Linker g++ -L/usr/lib/i386-linux-gnu -o "GLUT" ./src/GLUT.o -lglut -lGLU /usr/bin/ld: ./src/GLUT.o: undefined reference to symbol 'glEnable' //usr/lib/i386-linux-gnu/mesa/libGL.so.1: error adding symbols: DSO missing from command line collect2: error: ld

CreateDC() causes glutInit() to fail?

℡╲_俬逩灬. 提交于 2021-02-10 12:23:25
问题 I wrote a code that creates a window and draws a shape into it: #include<glew.h> #include<iostream> #include<GL\freeglut.h> #include<Windows.h> #include<stdlib.h> #include<math.h> #pragma once void Render_All() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); glColor3f(1, 0, 0); glVertex2f(0.5, 0.5); glColor3f(1, 0, 0); glVertex2f(0.5, -0.5); glColor3f(1, 0, 0); glVertex2f(-0.5, -0.5); glColor3f(1, 0, 0); glVertex2f(-0.5, 0.5); glEnd(); glFlush(); } int main(int argc, char** argv) {

CreateDC() causes glutInit() to fail?

只谈情不闲聊 提交于 2021-02-10 12:23:07
问题 I wrote a code that creates a window and draws a shape into it: #include<glew.h> #include<iostream> #include<GL\freeglut.h> #include<Windows.h> #include<stdlib.h> #include<math.h> #pragma once void Render_All() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); glColor3f(1, 0, 0); glVertex2f(0.5, 0.5); glColor3f(1, 0, 0); glVertex2f(0.5, -0.5); glColor3f(1, 0, 0); glVertex2f(-0.5, -0.5); glColor3f(1, 0, 0); glVertex2f(-0.5, 0.5); glEnd(); glFlush(); } int main(int argc, char** argv) {

openssl giving Kubernetes Ingress Controller Fake Certificate

馋奶兔 提交于 2021-02-10 06:55:45
问题 I have configured ssl certificate, if I visit https://<domain>.com , I see that my certificate is configured successfully but when I try to check certificate by following command openssl s_client -connect <domain>.com:443 | openssl x509 -noout -subject -issuer i am getting Kubernetes Ingress Controller Fake Certificate My ingres config is : annotations: nginx.ingress.kubernetes.io/ssl-redirect: 'true' nginx.ingress.kubernetes.io/from-to-www-redirect: 'true' name: nginx-echo spec: tls: - hosts

openssl giving Kubernetes Ingress Controller Fake Certificate

故事扮演 提交于 2021-02-10 06:54:18
问题 I have configured ssl certificate, if I visit https://<domain>.com , I see that my certificate is configured successfully but when I try to check certificate by following command openssl s_client -connect <domain>.com:443 | openssl x509 -noout -subject -issuer i am getting Kubernetes Ingress Controller Fake Certificate My ingres config is : annotations: nginx.ingress.kubernetes.io/ssl-redirect: 'true' nginx.ingress.kubernetes.io/from-to-www-redirect: 'true' name: nginx-echo spec: tls: - hosts

LWJGL texture rendering/indexing

三世轮回 提交于 2021-02-10 06:46:27
问题 I am currently having issues with trying to render two textures onto two totally separate objects through a single vertex, and fragment shader. The issue seems to lie in trying to index, and bind the two textures onto their own objects. In trying to index and bind the textures, the smaller index will always appear onto both objects. Can someone help me, or at least push me into the right direction? here is my code for the main class, the renderer, and the fragment shader. (feel free to