OpenGL(开放图形库)是一种独立于平台的图形标准和API,可用于桌面,工作站和移动设备。它旨在提供硬件加速渲染,因此与传统软件渲染相比,性能大大提高。 OpenGL用于CAD软件和计算机游戏等应用程序。 OpenGL标准以及OpenGL ES由Khronos集团控制。
我编写了一些代码,该代码在调用一些OpenGL函数之前和之后打印指针“ PlayerFaces”: 对象* object = game-> scene.worldobjects [0]; face* playerf ...
我想将一个小游戏从OpenGL 2.0移植到OpenGL的最新版本4.6。在代码中,几个四边形是这样绘制的: glbegin(gl_quads); GlTexCoord2F(0.0F,0.0F); glvertex3f(x ...
我正在阅读“官方OpenGL指南”,在他们教授材料照明的部分中,他们突然使用了“平面”预选程序作为片段着色器中的输入变量。 我谷歌google
Traceback (most recent call last): File "h:\Projects\Python\HyperDoom project\main.py", line 20, in <module> game: Game = Game("ROMS\\DOOM.WAD") ~~~~^^^^^^^^^^^^^^^^^^ File "h:\Projects\Python\HyperDoom project\main.py", line 11, in __init__ self.Engine: Engine = Engine((1280, 720), self.E1M1, self.wadData) ~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "h:\Projects\Python\HyperDoom project\engin3d.py", line 29, in __init__ self.lData: LevelData = LevelData(data, self) ~~~~~~~~~^^^^^^^^^^^^ File "h:\Projects\Python\HyperDoom project\level_data.py", line 26, in __init__ self.mesh: Mesh = Mesh(self.ctx, self) ~~~~^^^^^^^^^^^^^^^^ File "h:\Projects\Python\HyperDoom project\Mesh.py", line 8, in __init__ self.vaos: VAOs = VAOs(ctx, level) ~~~~^^^^^^^^^^^^ File "h:\Projects\Python\HyperDoom project\VAOs.py", line 13, in __init__ self.vaos["level/test"] = self.getVao( ~~~~~~~~~~~^ self.programs.programs['test'], ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ self.vbos.vbos['level'] ^^^^^^^^^^^^^^^^^^^^^^^ ) ^ File "h:\Projects\Python\HyperDoom project\VAOs.py", line 23, in getVao vao = self.ctx.vertex_array(program, [(vbo, '3f 3f 2f 1i', "in_position", "in_color", "in_uv", "in_layer")]) File "C:\Users\Yusof\AppData\Local\Programs\Python\Python313\Lib\site-packages\moderngl\__init__.py", line 1901, in vertex_array return self._vertex_array(*args, **kwargs) ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^ File "C:\Users\Yusof\AppData\Local\Programs\Python\Python313\Lib\site-packages\moderngl\__init__.py", line 1918, in _vertex_array attribs = [types[x] if type(x) is int else types[locations[x]] for x in attribs] ~~~~~~~~~^^^ KeyError: 'in_layer'
Glm:: vec3 to glm :: quat .... glm :: quat to glm ::vec3
如何将GLM :: Quat数据转换为GLM :: VEC3角度? 例子: 我已经启动数据: glm :: vec3 start = glm :: vec3(90,30,45); 然后转换为quat (0,730946)(0,016590)(0,677650) ....如何转换...
我如何在某些Z-Pos上渲染一架纹理平面,以使无限可见? 我可以通过绘制非常巨大的飞机来实现这一目标,但是如果我将相机从地面上移到更高的高度,那么我...
我知道在片段着色器中写入深度值有绩效含义。但是,我发现我是否会像阅读glfragcoord.z(只有z,而不是x和y)那样,我的帧速率来回...
#include <iostream> #include <vector> #include <stdio.h> #include <GL/glew.h> #include <GLFW/glfw3.h> #include <GLM/glm.hpp> #include <GLM/gtc/matrix_transform.hpp> #include <GLM/gtc/type_ptr.hpp> #include "Window.h" #include "Shader.h" #include "Buffers.h" #include "Camera.h" Window window; std::vector<Buffers*> bufferList; std::vector<Shader> shaderList; static const char* vShader = "Shaders/shader.vert"; static const char* fShader = "Shaders/shader.frag"; void CreateObjects() { GLfloat Cubevertices[] = { 1.0f,1.0f,1.0f, //0 -1.0f,1.0f,1.0f, //1 1.0f,-1.0f,1.0f, //2 -1.0f,-1.0f,1.0f, //3 1.0f,1.0f,-1.0f, //4 -1.0f,1.0f,-1.0f, //5 -1.0f,-1.0f,-1.0f, //6 1.0f,-1.0f,-1.0f, //7 }; unsigned int Cubeindices[] = { 0,1,3, 3,0,2, 3,2,6, 6,7,2, 1,3,5, 5,6,3, 0,1,4, 4,5,1, 2,0,7, 7,4,0, 5,6,4, 4,7,6 }; Buffers* obj1 = new Buffers(); obj1->CreateBuffer(Cubevertices, Cubeindices, 24, 36); //24 36 bufferList.push_back(obj1); } void CreateShaders() { Shader* shader1 = new Shader(); shader1->createFromFiles(vShader, fShader); shaderList.push_back(*shader1); } GLfloat toRad = 3.14159265359f/180.0f; GLfloat r_angle = 0.0f; bool direction = true; float offset = 0.0f; float maxoffset = 0.7f; float inc = 0.0005f; float cursize = 0.5f; bool sizedir = true; int main() { window = Window(500, 500, "Cube"); window.Initialize(); CreateObjects(); CreateShaders(); GLuint u_model = 0, u_project = 0, u_view = 0; glm::mat4 projection = glm::perspective(glm::radians(10.0f), (GLfloat)window.getBufferWidth() / window.getBufferHeight(), 1.0f, 100.0f); while (!window.windowClose()) { glfwPollEvents(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); shaderList[0].UseShader(); u_model = shaderList[0].getUniformModelLocation(); u_project = shaderList[0].getProjectionModelLocation(); glm::mat4 model(1.0f); //TRANSLATION if (direction) { offset += inc; } else { offset -= inc; } if (abs(offset) >= maxoffset) { direction = !direction; } model = glm::scale(model, glm::vec3(0.3f, 0.3f, 0.3f)); model = glm::translate(model, glm::vec3(0.0f, offset, 0.0f)); model = glm::rotate(model, toRad*45.0f, glm::vec3(1.0f, 1.0f, 1.0f)); glUniformMatrix4fv(u_project, 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(u_model, 1, GL_FALSE, glm::value_ptr(model)); bufferList[0]->Render(); window.swapBuffers(); } return 0; }
Glvertexattribpointer()在Wayland环境上找不到有效的上下文吗?
我尝试绘制有色三角形。我想使用现代OpenGL并通过Vertex attrib数组转换数据。 顶点着色器和碎片着色器只需将颜色从输入传递到输出,而不包含任何
因此,我最近重写了我的爱好OpenGL图形引擎的渲染部分,我似乎无法弄清楚为什么我会在Gldrawelements上丢下访问违规例外。 ...