[PyOpenGL-Users] WGL.wglGetCurrentDC() crash
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From: Prashant S. <ani...@ya...> - 2016-03-20 14:37:04
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Hi, Windows 7 x64Python 2.7.11 x64PyOpenGL 3.1.1b1 In a simple program attached here, I am getting crash while getting wglGetCurrentDC(). How ever it's working fine in an another simple program whereI'm drawing a simple glutSphere. It's printing a long but then program is getting crashed. #!/usr/bin/env python # -*- coding: utf-8 -*- from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * from OpenGL.arrays import vbo from OpenGL import platform as gl_platform import numpy import sys width = 800 height = 600 num_particles = 10000 time_step = .005 mouse_down = False mouse_old = {'x': 0., 'y': 0.} rotate = {'x': 0., 'y': 0., 'z': 0.} translate = {'x': 0., 'y': 0., 'z': 0.} initial_translate = {'x': 0., 'y': 0., 'z': -2.5} def glut_window(): glutInit(sys.argv) glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH) glutInitWindowSize(width, height) glutInitWindowPosition(0, 0) window = glutCreateWindow("Particle Simulation") glutDisplayFunc(on_display) # Called by GLUT every frame glutKeyboardFunc(on_key) glutMouseFunc(on_click) glutMotionFunc(on_mouse_move) glutTimerFunc(10, on_timer, 10) # Call draw every 30 ms glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(60., width / float(height), .1, 1000.) return(window) def initial_buffers(num_particles): np_position = numpy.ndarray((num_particles, 4), dtype=numpy.float32) np_color = numpy.ndarray((num_particles, 4), dtype=numpy.float32) np_velocity = numpy.ndarray((num_particles, 4), dtype=numpy.float32) np_position[:,0] = numpy.sin(numpy.arange(0., num_particles) * 2.001 * numpy.pi / num_particles) np_position[:,0] *= numpy.random.random_sample((num_particles,)) / 3. + .2 np_position[:,1] = numpy.cos(numpy.arange(0., num_particles) * 2.001 * numpy.pi / num_particles) np_position[:,1] *= numpy.random.random_sample((num_particles,)) / 3. + .2 np_position[:,2] = 0. np_position[:,3] = 1. np_color[:,:] = [1.,1.,1.,1.] # White particles np_velocity[:,0] = np_position[:,0] * 2. np_velocity[:,1] = np_position[:,1] * 2. np_velocity[:,2] = 3. np_velocity[:,3] = numpy.random.random_sample((num_particles, )) gl_position = vbo.VBO(data=np_position, usage=GL_DYNAMIC_DRAW, target=GL_ARRAY_BUFFER) gl_position.bind() gl_color = vbo.VBO(data=np_color, usage=GL_DYNAMIC_DRAW, target=GL_ARRAY_BUFFER) gl_color.bind() return (np_position, np_velocity, gl_position, gl_color) def on_timer(t): glutTimerFunc(t, on_timer, t) glutPostRedisplay() def on_key(*args): if args[0] == '\033' or args[0] == 'q': sys.exit() def on_click(button, state, x, y): mouse_old['x'] = x mouse_old['y'] = y def on_mouse_move(x, y): rotate['x'] += (y - mouse_old['y']) * .2 rotate['y'] += (x - mouse_old['x']) * .2 mouse_old['x'] = x mouse_old['y'] = y def on_display(): """Render the particles""" glFlush() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() # Handle mouse transformations glTranslatef(initial_translate['x'], initial_translate['y'], initial_translate['z']) glRotatef(rotate['x'], 1, 0, 0) glRotatef(rotate['y'], 0, 1, 0) #we switched around the axis so make this rotate_z glTranslatef(translate['x'], translate['y'], translate['z']) # Render the particles glEnable(GL_POINT_SMOOTH) glPointSize(1) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) # Set up the VBOs gl_color.bind() glColorPointer(4, GL_FLOAT, 0, gl_color) gl_position.bind() glVertexPointer(4, GL_FLOAT, 0, gl_position) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) # Draw the VBOs glDrawArrays(GL_POINTS, 0, num_particles) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_VERTEX_ARRAY) glDisable(GL_BLEND) glutSwapBuffers() window = glut_window() (np_position, np_velocity, gl_position, gl_color) = initial_buffers(num_particles) print gl_platform.GetCurrentContext() from OpenGL import WGL print WGL.wglGetCurrentDC() glutMainLoop() CheersPrashant |