Thank you both for your replies. I apologize if i haven't responded with a solution yet. Quite a busy work week. In any case I will do my best to report in over the weekend with my findings. 

Again thanks!
Gerald

On Tue, May 1, 2012 at 8:33 AM, Alejandro Segovia <asegovi@gmail.com> wrote:
Hello Gerald,

2012/4/28 Gerald Escobar <n0dltr0n@gmail.com>
Hello,

I'm trying to learn to use pyopengl in a more modern context (not relying on fixed function/deprecated functionality INCLUDING built-in vertex shader attributes)

Here is my source:

When I run the program I simply get a black screen instead of a white triangle.

I'm not entirely sure what I am doing wrong however there I encountered quite a few problems whilst writing this code snippet
1) When trying to bind the buffer to an attribute I kept getting some sort of type error. So instead I resorted to passing the matrix straight
2) I'm not entirely sure about whether I'm multiplying the matricies correctly. 

I apologize if this question seems very broad,

About 1), it's hard to be able to tell without seeing the error message and what line actually generates it.

Regarding 2), this is for the most part a numpy thing, which I think seems correct :)

Other than that, I see a couple of potential problems in your code. You are using an Identity as the projection matrix, yet you seem to supply your triangle coordinates in pixels. This is a semantics issue. When using an Identity as the projection matrix, you are asking OpenGL to render using device normalized coordinates. These span from [-1,-1] to [1,1], where these points (-1,-1) denote the lower-left corner of the screen and (1,1) the top-right corner. If you want to use pixels, you should create an Orthogonal projection matrix with left and bottom zero and right and top width and height (in pixels) respectively.

Also, OpenGL matrices are column-major. Make sure you transpose your matrices when supplying them to your shader.

Hope this helps,
Alejandro.-


 




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