glDrawBuffer 函数产生 1282 无效操作
glDrawBuffer function producing 1282 invalid operation
运行 使用 glDrawBuffer
函数时出错。我正在移植 Superbible OpenGL 第 7 版的图 9.8。第 457 页。任何帮助将不胜感激。谢谢。
支持文件:stereo_support.zip
预期输出:
#!/usr/bin/python3
import sys
import time
import ctypes
fullscreen = True
sys.path.append("./shared")
from sbmloader import SBMObject # location of sbm file format loader
from ktxloader import KTXObject # location of ktx file format loader
from textoverlay import OVERLAY_
from shader import shader_load, link_from_shaders
from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44, \
scale, m3dLookAt, normalize
try:
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
except:
print ('''
ERROR: PyOpenGL not installed properly.
''')
sys.exit()
import numpy as np
from math import cos, sin
import glm
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
myobject = SBMObject()
ktxobject = KTXObject()
overlay = OVERLAY_()
view_program = GLuint(0)
show_light_depth_program = GLint(0)
class UNIFORMS_:
class light:
mvp = GLint(0)
class view:
mv_matrix = GLint(0)
proj_matrix = GLint(0)
shadow_matrix = GLint(0)
full_shading = GLint(0)
specular_albedo = GLint(0)
diffuse_albedo = GLint(0)
uniforms = UNIFORMS_()
OBJECT_COUNT = 4
class OBJECTS_:
def __init__(self):
self.obj = SBMObject()
self.model_matrix = glm.mat4
objects = [OBJECTS_() for _ in range(OBJECT_COUNT) ]
light_view_matrix = glm.mat4
light_proj_matrix = glm.mat4
camera_view_matrix = [glm.mat4 for _ in range(2) ]
camera_proj_matrix = glm.mat4
quad_vao = GLuint(0)
separation = 0.0
RENDER_FULL =0
RENDER_LIGHT = 1
RENDER_DEPTH = 2
paused = False
mode = 0
def glm_mat4x4_to_list(a):
aa = []
for i, e in enumerate(a):
for j, ee in enumerate(e):
aa.append(ee)
return aa
def load_shaders():
global view_program
global uniforms
vs = shader_load("stereo-render.vs.glsl", GL_VERTEX_SHADER);
fs = shader_load("stereo-render.fs.glsl", GL_FRAGMENT_SHADER);
if (view_program):
glDeleteProgram(view_program)
view_program = glCreateProgram()
glAttachShader(view_program, vs)
glAttachShader(view_program, fs)
glLinkProgram(view_program)
glDeleteShader(vs)
glDeleteShader(fs)
uniforms.view.proj_matrix = glGetUniformLocation(view_program, "proj_matrix");
uniforms.view.mv_matrix = glGetUniformLocation(view_program, "mv_matrix");
uniforms.view.shadow_matrix = glGetUniformLocation(view_program, "shadow_matrix");
uniforms.view.full_shading = glGetUniformLocation(view_program, "full_shading");
uniforms.view.specular_albedo = glGetUniformLocation(view_program, "specular_albedo");
uniforms.view.diffuse_albedo = glGetUniformLocation(view_program, "diffuse_albedo");
class Scene:
class flags:
fullscreen=0
stereo=0
def __init__(self, width, height):
global objects
global quad_vao
self.width = width
self.height = height
self.flags.fullscreen = 0
self.flags.stereo = 1
load_shaders()
object_names = [
"cube.sbm",
"sphere.sbm",
"dragon.sbm",
"torus.sbm"
]
for i in range(0, OBJECT_COUNT):
objects[i].obj.load(object_names[i]);
glEnable(GL_DEPTH_TEST)
glGenVertexArrays(1, quad_vao)
glBindVertexArray(quad_vao)
def render_scene(self, currentTime):
global light_proj_matrix
ones = [ 1.0 ]
zero = [ 0.0 ]
gray = [ 0.1, 0.1, 0.1, 0.0 ]
scale_bias_matrix = [0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0]
light_proj_matrix = glm_mat4x4_to_list(light_proj_matrix)
light_vp_matrix = m3dMultiply(light_proj_matrix , light_view_matrix)
shadow_sbpv_matrix = m3dMultiply(scale_bias_matrix , light_vp_matrix )
glViewport(0, 0, self.width, self.height)
glClearBufferfv(GL_COLOR, 0, gray)
glUseProgram(view_program)
glActiveTexture(GL_TEXTURE0)
glUniformMatrix4fv(uniforms.view.proj_matrix, 1, GL_FALSE, camera_proj_matrix)
glDrawBuffer(GL_BACK)
diffuse_colors = [
1.0, 0.6, 0.3,
0.2, 0.8, 0.9,
0.3, 0.9, 0.4,
0.5, 0.2, 1.0
]
for j in range(0, 2):
buffs = [ GL_BACK_LEFT, GL_BACK_RIGHT ]
glDrawBuffer(GL_BACK_LEFT)
glClearBufferfv(GL_COLOR, 0, gray)
glClearBufferfv(GL_DEPTH, 0, ones)
for i in range( 0, 4):
model_matrix = objects[i].model_matrix;
shadow_matrix = m3dMultiply(shadow_sbpv_matrix , model_matrix)
glUniformMatrix4fv(uniforms.view.shadow_matrix, 1, GL_FALSE, shadow_matrix)
glUniformMatrix4fv(uniforms.view.mv_matrix, 1, GL_FALSE, m3dMultiply(camera_view_matrix[j] , objects[i].model_matrix) )
glUniform1i(uniforms.view.full_shading, 1 if mode == RENDER_FULL else 0)
glUniform3fv(uniforms.view.diffuse_albedo, 1, diffuse_colors[i])
objects[i].obj.render()
def display(self):
global light_proj_matrix
global light_view_matrix
global camera_proj_matrix
global camera_view_matrix
currentTime = time.time()
zeros = [ 0.0, 0.0, 0.0, 0.0 ]
last_time = 0.0
total_time = 0.0
if (not paused):
total_time += (currentTime - last_time)
last_time = currentTime
f = float(total_time + 30.0)
light_position = [20.0, 20.0, 20.0]
view_position = [0.0, 0.0, 40.0]
light_proj_matrix = glm.frustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0)
light_view_matrix = (GLfloat * 16)(*identityMatrix)
light_view_matrix = m3dLookAt(light_position,
(0.0, 0.0, 0.0),
(0.0, 1.0, 0.0))
camera_proj_matrix = (GLfloat * 16)(*identityMatrix)
camera_proj_matrix = m3dPerspective(m3dDegToRad(50.0), float(self.width) / float(self.height), 1.0, 200.0)
camera_view_matrix[0] = (GLfloat * 16)(*identityMatrix)
camera_view_matrix[0] = m3dLookAt(view_position - glm.vec3(separation, 0.0, 0.0),
(0.0, 0.0, -50.0),
(0.0, 1.0, 0.0))
camera_view_matrix[1] = (GLfloat * 16)(*identityMatrix)
camera_view_matrix[1] = m3dLookAt(view_position - glm.vec3(separation, 0.0, 0.0),
(0.0, 0.0, -50.0),
(0.0, 1.0, 0.0))
objects[0].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 14.5, 0.0, 1.0, 0.0)
RX = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RX, 20.0, 1.0, 0.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, 0.0, -4.0, 0.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(RX, T))
objects[0].model_matrix = mv_matrix
objects[1].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 3.7, 0.0, 1.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, sin(f * 0.37) * 12.0, cos(f * 0.37) * 12.0, 0.0)
S = (GLfloat * 16)(*identityMatrix)
S = scale(2.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(T, S))
objects[1].model_matrix = mv_matrix
objects[2].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 6.45, 0.0, 1.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, sin(f * 0.25) * 10.0, cos(f * 0.25) * 10.0, 0.0)
RZ = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RZ, f * 99.0, 0.0, 0.0, 1.0)
S = (GLfloat * 16)(*identityMatrix)
S = scale(2.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(T, m3dMultiply(RZ, S)))
objects[2].model_matrix = mv_matrix
objects[3].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 5.25, 0.0, 1.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, sin(f * 0.51) * 14.0, cos(f * 0.51) * 14.0, 0.0)
RDOUBLE = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RDOUBLE, f * 120.3, 0.707106, 0.0, 0.707106)
S = (GLfloat * 16)(*identityMatrix)
S = scale(2.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(T, m3dMultiply(RDOUBLE, S)))
objects[3].model_matrix = mv_matrix
glEnable(GL_DEPTH_TEST)
self.render_scene(total_time)
glutSwapBuffers()
def reshape(self, width, height):
self.width = width
self.height = height
def keyboard(self, key, x, y ):
global fullscreen
global mode
global separation
print ('key:' , key)
if key == b'\x1b': # ESC
sys.exit()
elif key == b'f' or key == b'F': #fullscreen toggle
if (fullscreen == True):
glutReshapeWindow(512, 512)
glutPositionWindow(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
else:
glutFullScreen()
fullscreen = True
elif key == b'1':
mode = RENDER_FULL
elif key == b'2':
mode = RENDER_LIGHT
elif key == b'3':
mode = RENDER_DEPTH
elif key == b'z' or key == 'Z':
separation += 0.05
elif key == b'x' or key == 'X':
separation -= 0.05
elif key == b'r' or key == 'R':
load_shaders()
def init(self):
pass
def timer(self, blah):
glutPostRedisplay()
glutTimerFunc( int(1/60), self.timer, 0)
time.sleep(1/60.0)
if __name__ == '__main__':
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(512, 512)
w1 = glutCreateWindow('OpenGL SuperBible - Texture Coordinates')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
#glutFullScreen()
scene = Scene(512,512)
glutReshapeFunc(scene.reshape)
glutDisplayFunc(scene.display)
glutKeyboardFunc(scene.keyboard)
glutIdleFunc(scene.display)
#glutTimerFunc( int(1/60), scene.timer, 0)
scene.init()
glutMainLoop()
移植自:stereo.cpp
如果您想要立体渲染 window,您必须在过剩初始化期间通过添加 GLUT_STEREO
标志来请求。
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STEREO)
[Source] 我不确定这是否可以在没有立体声显示器的情况下工作。
对应版块的超赞状态:
Remember, not all displays support stereo output and not all OpenGL implementations
will allow you to create a stereo window. However, if you have access to the necessary
display and OpenGL implementation, you should have a window that runs in stereo.
运行 使用 glDrawBuffer
函数时出错。我正在移植 Superbible OpenGL 第 7 版的图 9.8。第 457 页。任何帮助将不胜感激。谢谢。
支持文件:stereo_support.zip
预期输出:
#!/usr/bin/python3
import sys
import time
import ctypes
fullscreen = True
sys.path.append("./shared")
from sbmloader import SBMObject # location of sbm file format loader
from ktxloader import KTXObject # location of ktx file format loader
from textoverlay import OVERLAY_
from shader import shader_load, link_from_shaders
from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44, \
scale, m3dLookAt, normalize
try:
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
except:
print ('''
ERROR: PyOpenGL not installed properly.
''')
sys.exit()
import numpy as np
from math import cos, sin
import glm
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
myobject = SBMObject()
ktxobject = KTXObject()
overlay = OVERLAY_()
view_program = GLuint(0)
show_light_depth_program = GLint(0)
class UNIFORMS_:
class light:
mvp = GLint(0)
class view:
mv_matrix = GLint(0)
proj_matrix = GLint(0)
shadow_matrix = GLint(0)
full_shading = GLint(0)
specular_albedo = GLint(0)
diffuse_albedo = GLint(0)
uniforms = UNIFORMS_()
OBJECT_COUNT = 4
class OBJECTS_:
def __init__(self):
self.obj = SBMObject()
self.model_matrix = glm.mat4
objects = [OBJECTS_() for _ in range(OBJECT_COUNT) ]
light_view_matrix = glm.mat4
light_proj_matrix = glm.mat4
camera_view_matrix = [glm.mat4 for _ in range(2) ]
camera_proj_matrix = glm.mat4
quad_vao = GLuint(0)
separation = 0.0
RENDER_FULL =0
RENDER_LIGHT = 1
RENDER_DEPTH = 2
paused = False
mode = 0
def glm_mat4x4_to_list(a):
aa = []
for i, e in enumerate(a):
for j, ee in enumerate(e):
aa.append(ee)
return aa
def load_shaders():
global view_program
global uniforms
vs = shader_load("stereo-render.vs.glsl", GL_VERTEX_SHADER);
fs = shader_load("stereo-render.fs.glsl", GL_FRAGMENT_SHADER);
if (view_program):
glDeleteProgram(view_program)
view_program = glCreateProgram()
glAttachShader(view_program, vs)
glAttachShader(view_program, fs)
glLinkProgram(view_program)
glDeleteShader(vs)
glDeleteShader(fs)
uniforms.view.proj_matrix = glGetUniformLocation(view_program, "proj_matrix");
uniforms.view.mv_matrix = glGetUniformLocation(view_program, "mv_matrix");
uniforms.view.shadow_matrix = glGetUniformLocation(view_program, "shadow_matrix");
uniforms.view.full_shading = glGetUniformLocation(view_program, "full_shading");
uniforms.view.specular_albedo = glGetUniformLocation(view_program, "specular_albedo");
uniforms.view.diffuse_albedo = glGetUniformLocation(view_program, "diffuse_albedo");
class Scene:
class flags:
fullscreen=0
stereo=0
def __init__(self, width, height):
global objects
global quad_vao
self.width = width
self.height = height
self.flags.fullscreen = 0
self.flags.stereo = 1
load_shaders()
object_names = [
"cube.sbm",
"sphere.sbm",
"dragon.sbm",
"torus.sbm"
]
for i in range(0, OBJECT_COUNT):
objects[i].obj.load(object_names[i]);
glEnable(GL_DEPTH_TEST)
glGenVertexArrays(1, quad_vao)
glBindVertexArray(quad_vao)
def render_scene(self, currentTime):
global light_proj_matrix
ones = [ 1.0 ]
zero = [ 0.0 ]
gray = [ 0.1, 0.1, 0.1, 0.0 ]
scale_bias_matrix = [0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0]
light_proj_matrix = glm_mat4x4_to_list(light_proj_matrix)
light_vp_matrix = m3dMultiply(light_proj_matrix , light_view_matrix)
shadow_sbpv_matrix = m3dMultiply(scale_bias_matrix , light_vp_matrix )
glViewport(0, 0, self.width, self.height)
glClearBufferfv(GL_COLOR, 0, gray)
glUseProgram(view_program)
glActiveTexture(GL_TEXTURE0)
glUniformMatrix4fv(uniforms.view.proj_matrix, 1, GL_FALSE, camera_proj_matrix)
glDrawBuffer(GL_BACK)
diffuse_colors = [
1.0, 0.6, 0.3,
0.2, 0.8, 0.9,
0.3, 0.9, 0.4,
0.5, 0.2, 1.0
]
for j in range(0, 2):
buffs = [ GL_BACK_LEFT, GL_BACK_RIGHT ]
glDrawBuffer(GL_BACK_LEFT)
glClearBufferfv(GL_COLOR, 0, gray)
glClearBufferfv(GL_DEPTH, 0, ones)
for i in range( 0, 4):
model_matrix = objects[i].model_matrix;
shadow_matrix = m3dMultiply(shadow_sbpv_matrix , model_matrix)
glUniformMatrix4fv(uniforms.view.shadow_matrix, 1, GL_FALSE, shadow_matrix)
glUniformMatrix4fv(uniforms.view.mv_matrix, 1, GL_FALSE, m3dMultiply(camera_view_matrix[j] , objects[i].model_matrix) )
glUniform1i(uniforms.view.full_shading, 1 if mode == RENDER_FULL else 0)
glUniform3fv(uniforms.view.diffuse_albedo, 1, diffuse_colors[i])
objects[i].obj.render()
def display(self):
global light_proj_matrix
global light_view_matrix
global camera_proj_matrix
global camera_view_matrix
currentTime = time.time()
zeros = [ 0.0, 0.0, 0.0, 0.0 ]
last_time = 0.0
total_time = 0.0
if (not paused):
total_time += (currentTime - last_time)
last_time = currentTime
f = float(total_time + 30.0)
light_position = [20.0, 20.0, 20.0]
view_position = [0.0, 0.0, 40.0]
light_proj_matrix = glm.frustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0)
light_view_matrix = (GLfloat * 16)(*identityMatrix)
light_view_matrix = m3dLookAt(light_position,
(0.0, 0.0, 0.0),
(0.0, 1.0, 0.0))
camera_proj_matrix = (GLfloat * 16)(*identityMatrix)
camera_proj_matrix = m3dPerspective(m3dDegToRad(50.0), float(self.width) / float(self.height), 1.0, 200.0)
camera_view_matrix[0] = (GLfloat * 16)(*identityMatrix)
camera_view_matrix[0] = m3dLookAt(view_position - glm.vec3(separation, 0.0, 0.0),
(0.0, 0.0, -50.0),
(0.0, 1.0, 0.0))
camera_view_matrix[1] = (GLfloat * 16)(*identityMatrix)
camera_view_matrix[1] = m3dLookAt(view_position - glm.vec3(separation, 0.0, 0.0),
(0.0, 0.0, -50.0),
(0.0, 1.0, 0.0))
objects[0].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 14.5, 0.0, 1.0, 0.0)
RX = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RX, 20.0, 1.0, 0.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, 0.0, -4.0, 0.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(RX, T))
objects[0].model_matrix = mv_matrix
objects[1].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 3.7, 0.0, 1.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, sin(f * 0.37) * 12.0, cos(f * 0.37) * 12.0, 0.0)
S = (GLfloat * 16)(*identityMatrix)
S = scale(2.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(T, S))
objects[1].model_matrix = mv_matrix
objects[2].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 6.45, 0.0, 1.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, sin(f * 0.25) * 10.0, cos(f * 0.25) * 10.0, 0.0)
RZ = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RZ, f * 99.0, 0.0, 0.0, 1.0)
S = (GLfloat * 16)(*identityMatrix)
S = scale(2.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(T, m3dMultiply(RZ, S)))
objects[2].model_matrix = mv_matrix
objects[3].model_matrix = (GLfloat * 16)(*identityMatrix)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 5.25, 0.0, 1.0, 0.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, sin(f * 0.51) * 14.0, cos(f * 0.51) * 14.0, 0.0)
RDOUBLE = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RDOUBLE, f * 120.3, 0.707106, 0.0, 0.707106)
S = (GLfloat * 16)(*identityMatrix)
S = scale(2.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RY, m3dMultiply(T, m3dMultiply(RDOUBLE, S)))
objects[3].model_matrix = mv_matrix
glEnable(GL_DEPTH_TEST)
self.render_scene(total_time)
glutSwapBuffers()
def reshape(self, width, height):
self.width = width
self.height = height
def keyboard(self, key, x, y ):
global fullscreen
global mode
global separation
print ('key:' , key)
if key == b'\x1b': # ESC
sys.exit()
elif key == b'f' or key == b'F': #fullscreen toggle
if (fullscreen == True):
glutReshapeWindow(512, 512)
glutPositionWindow(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
else:
glutFullScreen()
fullscreen = True
elif key == b'1':
mode = RENDER_FULL
elif key == b'2':
mode = RENDER_LIGHT
elif key == b'3':
mode = RENDER_DEPTH
elif key == b'z' or key == 'Z':
separation += 0.05
elif key == b'x' or key == 'X':
separation -= 0.05
elif key == b'r' or key == 'R':
load_shaders()
def init(self):
pass
def timer(self, blah):
glutPostRedisplay()
glutTimerFunc( int(1/60), self.timer, 0)
time.sleep(1/60.0)
if __name__ == '__main__':
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(512, 512)
w1 = glutCreateWindow('OpenGL SuperBible - Texture Coordinates')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
#glutFullScreen()
scene = Scene(512,512)
glutReshapeFunc(scene.reshape)
glutDisplayFunc(scene.display)
glutKeyboardFunc(scene.keyboard)
glutIdleFunc(scene.display)
#glutTimerFunc( int(1/60), scene.timer, 0)
scene.init()
glutMainLoop()
移植自:stereo.cpp
如果您想要立体渲染 window,您必须在过剩初始化期间通过添加 GLUT_STEREO
标志来请求。
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STEREO)
[Source] 我不确定这是否可以在没有立体声显示器的情况下工作。
对应版块的超赞状态:
Remember, not all displays support stereo output and not all OpenGL implementations will allow you to create a stereo window. However, if you have access to the necessary display and OpenGL implementation, you should have a window that runs in stereo.