Re: [PyOpenGL-Devel] Problem with numpy and OpenGL textures
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From: Adeola B. <the...@gm...> - 2008-01-04 19:03:08
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Thanks Andrew... pyglet looks like it might simplify a lot, but I'll try it out first and see. On Jan 3, 2008 5:30 PM, Andrew Straw <str...@as...> wrote: > Hi Adeola, > > I am doing the same thing using pyglet to handle all the texture > manipulation. Perhaps you are interested: > > http://code.astraw.com/projects/motmot/wiki/wxglvideo > > > Adeola Bannis wrote: > > Hi everyone, > > > > I'm doing a project using wxPython and pyopengl, and I seem to have a > > problem rendering textures. This is code that worked before my hard > > drive had a meltdown, but not since I re-installed everything. > > > > I've determined the problem is in the OpenGL part of my program. I do > > some calculations to generate a 2D numpy array that holds the image > > data, and pylab.imshow() shows me the image as it is meant to be. I > > used the same algorithm in Octave and MATLAB, and all are giving me > > the right picture. > > > > However, using pyOpenGL and the numpyhandler functions (http://cours- > > info.iut-bm.univ-fcomte.fr/docs/python/OpenGL/ > > OpenGL.arrays.numpymodule.NumpyHandler-class.html) doesn't seem to > > work. I get a garbled screen pocked with black pixels. I am including > > my openGL code below. What am I doing wrong? > > > > And yes, I did make the dtype of my array 'float32'. > > > > -------code snippets------ > > > > import wx > > from wx.glcanvas import GLCanvas > > > > from OpenGL.GLU import * > > from OpenGL.GL import * > > from OpenGL.arrays.numpymodule import NumpyHandler > > > > PC = 1 > > RI = 0 > > > > class myGLCanvas(GLCanvas): > > def __init__(self, parent): > > GLCanvas.__init__(self, parent,-1) > > wx.EVT_PAINT(self, self.OnPaint) > > self.init = 0 > > self.mode = -1 > > # making a texture for the range image > > self.texture = glGenTextures(1) > > # making a spot for the point cloud points > > self.cloud = None > > return > > > > def OnPaint(self,event): > > dc = wx.PaintDC(self) > > self.SetCurrent() > > if not self.init: > > self.InitGL() > > self.init = 1 > > self.OnDraw() > > return > > > > def OnDraw(self): > > glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) > > if self.mode == RI: > > self.drawRange() > > elif self.mode == PC: > > self.drawCloud() > > > > def InitGL(self): > > glClearColor(0.0, 0.0, 0.0, 0.0); > > glClearDepth(1.0) > > glEnable(GL_DEPTH_TEST) > > glDepthFunc(GL_LEQUAL) > > glClear(GL_COLOR_BUFFER_BIT) > > > > glPixelStorei(GL_UNPACK_ALIGNMENT, 1) > > glPixelStorei(GL_PACK_ALIGNMENT, 1) > > > > #NTSC colour scales... > > glPixelTransferf(GL_RED_SCALE, 0.299); > > glPixelTransferf(GL_GREEN_SCALE, 0.587); > > glPixelTransferf(GL_BLUE_SCALE, 0.114); > > > > glMatrixMode(GL_PROJECTION) > > glLoadIdentity() > > glOrtho(0.0,1.0,0,1.0,-1.0,1.0) > > glMatrixMode(GL_MODELVIEW) > > glLoadIdentity() > > > > return > > > > def rangeImage(self, image): > > > > glBindTexture(GL_TEXTURE_2D, self.texture) > > glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) > > > > glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, > > GL_LINEAR) > > glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, > > GL_LINEAR) > > glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) > > glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) > > > > # flatten it into a list so the OpenGL calls work > > n = NumpyHandler() > > fI = image.flatten() > > flatImage = n.dataPointer(n.contiguous(fI)) > > > > print n.contiguous(fI) > > > > gluBuild2DMipmaps(GL_TEXTURE_2D, 1, image.shape[0]+1, > > image.shape[1]+1, > > GL_LUMINANCE, > > GL_FLOAT, flatImage) > > self.mode = RI > > self.OnDraw() > > > > def drawRange(self): > > ''' Controls the actual drawing of the range image''' > > > > glMatrixMode(GL_MODELVIEW) > > glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) > > > > glColor3f(1.0,1.0,1.0) > > glEnable(GL_TEXTURE_2D) > > glBindTexture(GL_TEXTURE_2D, self.texture) > > glBegin(GL_TRIANGLE_FAN) > > glTexCoord2d(1,1); glVertex3f(0.0, 0.0, 0.0) > > glTexCoord2d(1,0); glVertex3f(0.0, 1.0, 0.0) > > glTexCoord2d(0,0); glVertex3f(1.0, 1.0, 0.0) > > glTexCoord2d(0,1); glVertex3f(1.0, 0.0, 0.0) > > glEnd() > > self.SwapBuffers() > > > > --------end snippet----------- > > > > ------------------------------------------------------------------------- > > This SF.net email is sponsored by: Microsoft > > Defy all challenges. Microsoft(R) Visual Studio 2005. > > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > > _______________________________________________ > > PyOpenGL Homepage > > http://pyopengl.sourceforge.net > > _______________________________________________ > > PyOpenGL-Devel mailing list > > PyO...@li... > > https://lists.sourceforge.net/lists/listinfo/pyopengl-devel > > |