opengl

fatal error: GLUT/freeglut.h file not found Catalina

假如想象 提交于 2021-01-29 06:16:01
问题 I am using #include <gl/freeglut.h> but getting " fatal error: GLUT/freeglut.h file not found " ** I tried reinstall "brew install glew freeglut" and also " #ifdef __APPLE__ #include <OpenGL/gl.h> #include <GLUT/glut.h> #else #include <GL/gl.h> #include <GL/glut.h> #endif" I also tried: #include <GL/freeglut.h> but none of them worked... 来源: https://stackoverflow.com/questions/65655868/fatal-error-glut-freeglut-h-file-not-found-catalina

How can I parse a simple .obj file into triangles?

巧了我就是萌 提交于 2021-01-29 05:32:07
问题 I'm trying to implement a ray caster and I'm starting out with simple .obj files (utah-teapot) and currently I only made classes for Spheres and Triangles, I basically have all the functions for the intersections, generating view rays, etc.. all ready but I just can't seem to be able to parse the .obj file into triangles (three vectors each) so I can have the ray casting possible on custom .obj files instead of just spheres. This is my current .obj file parser (didn't include the full working

Pyopengl reading obj file

て烟熏妆下的殇ゞ 提交于 2021-01-29 01:58:45
问题 I tried to read obj file with pyopengl but error come from glGenList(1) I just want to read the file and display in opengl Pls can you help me with full code; Am tired of stack and error it took me 3hrd to post this from OpenGL.GL import * from tkinter import messagebox import sys filename = input('pls input file path: ') class OBJ: def __init__(self, filename, swapyz=False): """Loads a Wavefront OBJ file. """ self.vertices = [] self.normals = [] self.texcoords = [] self.faces = [] material =

How do I link with GLU?

时光怂恿深爱的人放手 提交于 2021-01-28 22:53:24
问题 I've just discovered FLTK and I made a makefile for my test. Here is my makefile: ################ template makefile ############## # We don't know what compiler to use to build fltk on this machine - but fltk-config does... CC = $(shell fltk-config --cc) CXX = $(shell fltk-config --cxx) # Set the flags for compiler: fltk-config knows the basic settings, then we can add our own... CFLAGS = $(shell fltk-config --cflags) CXXFLAGS = $(shell fltk-config --cxxflags) -I/System/Library/Frameworks

Get access to later versions of GLSL

心不动则不痛 提交于 2021-01-28 21:07:16
问题 I was making a shader with GLSL so I could apply texture arrays to a cube when I ran into an issue. The issue was that layout wasn't supported in the version I was using. Easy fix, use a later version, but the problem with that was that I don't have support for later versions that support layout . I was wondering, is it possible to get support for later versions of GLSL, and if so, how would I do such a thing? This is my current GLSL code for applying textures Vertex Shader: #version 130

OpenTK(OpenGL) bitmap data format problem

柔情痞子 提交于 2021-01-28 20:47:04
问题 I'm trying to print the bitmap data to the screen with opentk. GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); I get an error on the part. My guess is I'm writing the formats wrong. With Format8bppIndexed, I can view properly in picturebox. My incoming image is black and white. incoming data; BitmapSingleImage = new Bitmap(rsSplitWidth, rsSplitHeight, rsSplitWidth,

glEnable(GL_COLOR_MATERIAL) applying to all drawn objects

帅比萌擦擦* 提交于 2021-01-28 18:11:56
问题 I'm developing a version of the Frogger game for a University project, and we got to the light and materials part. The problem I have is: when I set the materials for the frog, it applies them to all other objects that are drawn. How do I make it so that it only applies to the frog? If I disable GL_COLOR_MATERIAL after the draw or after the material properties have been set, everything becomes red. void Frog::draw(void) { Vector3 _pos = Entity::getPosition(); glPushMatrix(); glEnable(GL_COLOR

glEnable(GL_COLOR_MATERIAL) applying to all drawn objects

有些话、适合烂在心里 提交于 2021-01-28 18:04:52
问题 I'm developing a version of the Frogger game for a University project, and we got to the light and materials part. The problem I have is: when I set the materials for the frog, it applies them to all other objects that are drawn. How do I make it so that it only applies to the frog? If I disable GL_COLOR_MATERIAL after the draw or after the material properties have been set, everything becomes red. void Frog::draw(void) { Vector3 _pos = Entity::getPosition(); glPushMatrix(); glEnable(GL_COLOR

Create geometry shader using python opengl (PyOpenGL) failed

你。 提交于 2021-01-28 13:48:42
问题 I want to create geometry_shader using glCreateShader(GL_GEOMETRY_SHADER), but I get error. Traceback (most recent call last): File "test.py", line 9, in <module> geometry_shader = glCreateShader(GL_GEOMETRY_SHADER) File "errorchecker.pyx", line 53, in OpenGL_accelerate.errorchecker._ErrorChecker.glCheckError (src/errorchecker.c:1218) OpenGL.error.GLError: GLError( err = 1280, description = b'invalid enumerant', baseOperation = glCreateShader, cArguments = (GL_GEOMETRY_SHADER,), result = 0 )

Create geometry shader using python opengl (PyOpenGL) failed

|▌冷眼眸甩不掉的悲伤 提交于 2021-01-28 13:46:46
问题 I want to create geometry_shader using glCreateShader(GL_GEOMETRY_SHADER), but I get error. Traceback (most recent call last): File "test.py", line 9, in <module> geometry_shader = glCreateShader(GL_GEOMETRY_SHADER) File "errorchecker.pyx", line 53, in OpenGL_accelerate.errorchecker._ErrorChecker.glCheckError (src/errorchecker.c:1218) OpenGL.error.GLError: GLError( err = 1280, description = b'invalid enumerant', baseOperation = glCreateShader, cArguments = (GL_GEOMETRY_SHADER,), result = 0 )