Re: [PyOpenGL-Users] Simple Test Program issues
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From: Gerald E. <n0d...@gm...> - 2012-05-02 00:43:30
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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 <as...@gm...> wrote: > Hello Gerald, > > 2012/4/28 Gerald Escobar <n0d...@gm...> > >> 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: >> http://pastebin.com/fd7KQthA >> >> 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.- > > > > >> >> >> >> >> >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> will include endpoint security, mobile security and the latest in malware >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> PyOpenGL Homepage >> http://pyopengl.sourceforge.net >> _______________________________________________ >> PyOpenGL-Users mailing list >> PyO...@li... >> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >> >> > > > -- > http://alejandrosegovia.net > > -- your friendly neighborhood robot, trace |