opengl

How do I make 3D in pyglet?

混江龙づ霸主 提交于 2020-12-06 07:03:26
问题 I was trying to create using OpenGL, Python and pyglet, a flat triangle in 3D space, I saw some tutorials on the internet, some videos on YouTube, and in the end I wrote this code down there, the problem is that it did not work as I expected, I thought that if I tried to spin, I would see the triangle turning flat, and when I walked away, the triangle did not have to diminish? import pyglet from pyglet.gl import * config = Config(sample_buffers=1, samples=8) tela = pyglet.window.Window(height

GLFW cannot create a window: “GLX: Failed to create context: GLXBadFBConfig”

笑着哭i 提交于 2020-12-05 11:13:47
问题 I'm trying to create a glfw window in my Debian Stretch system. The code for initialize glfw: // Initialize GLFW void initGLFW() { if (!glfwInit()) { exit(EXIT_FAILURE); } glfwSetErrorCallback(errorCallback); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_OPENGL_DEBUG

GLFW cannot create a window: “GLX: Failed to create context: GLXBadFBConfig”

一世执手 提交于 2020-12-05 11:13:25
问题 I'm trying to create a glfw window in my Debian Stretch system. The code for initialize glfw: // Initialize GLFW void initGLFW() { if (!glfwInit()) { exit(EXIT_FAILURE); } glfwSetErrorCallback(errorCallback); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_OPENGL_DEBUG

十大C++实战项目,你会几个?【高薪必备】

≯℡__Kan透↙ 提交于 2020-12-05 00:58:19
前言 本文的文字及图片来源于网络,仅供学习、交流使用,不具有任何商业用途,版权归原作者所有,如有问题请及时联系我们以作处理。 作者:实验楼 市面上有很多C++的实战项目,从简单到进阶,学习每个项目都可以掌握相应的知识点。 如果你还是C++新手的话,那么这个C++的项目列表你可以拿去练手实战开发,毕竟学编程动手实践是少不了的! 如果你不知道C++可以用来做哪些项目,可以应用在哪些地方,那么,可以去小编的C++交流.裙 :九起久伞吧起伞留伞(数字的谐音)转换下可以找到了,里面有最新C++教程项目 * C++项目列表:* 1、C++ 实现太阳系行星系统 项目使用 C++实现 OpenGL GLUT 实现一个简单的太阳系行星系统,将涉及一些三维图形技术的数学基础、OpenGL 里的三维坐标系、OpenGL 里的光照模型、GLUT 的键盘事件处理。 2、C++实现运动目标的追踪 这个项目是在前面一个项目的后续项目,利用 OpenCV 来实现对视频中动态物体的追踪。 3、C++ 实现银行排队服务模拟 项目使用 C++对银行排队服务进行模拟,以事件驱动为核心思想,手动实现模板链式队列、随机数产生器等内容,进而学习概率编程等知识。作为可选进阶,这个模型同时还能稍加修改的应用到 CPU 资源争夺模型中。 4、1小时入门增强现实技术 项目利用C++

海康威视网络摄像头SDK中Demo的二次开发(运行)

被刻印的时光 ゝ 提交于 2020-12-04 08:51:09
本文链接:https://blog.csdn.net/qq_15029743/article/details/79733960 我们买回来的网络摄像头可以在官网下载到SDK开发包: 下载下来SDK后我们解压,就可以看到里面包含一些开发文档以及一些Demo示例: 我们点开Demo示例,可以看到里面有各种语言的示例,这里我们以MFC为例进行说明: 这里,我们需要注意阅读编译环境说明: 其中,MFC综合示例是没有问题的,我们直接导入头文件和库文件就可以运行,但是对于分功能的示例就存在一些问题,这里我们就以分功能中的第一个为例进行演示: 由于电脑上没有安装VS2008,所以这里无视环境,直接用VS2013单向升级后打开: 打开后我们首先要进行一个地方的修改,这是SDK文档的一个失误,就是输出目录不一致,这会直接导致后面执行的出错: 这里我们选择修改配置属性→常规→输出目录(两个保持一致即可),修改为: .\bin\ 接下来我们进行文件的导入,这里需要选择Debug x64,这个的选择和你下载的SDK以及你的系统有关: 右击属性,填入我们头文件的路径: 修改完成后记得点应用,同样的操作我们再添加库文件: 这是我们一定记得选择Debug为x64,否则会各种报错: 紧接着我们生成运行: 提示缺少DLL文件,这时我们把这些文件按照SDK说明文档的做法复制到bin目录下即可正常运行: 注

glreadpixels rendering black

一笑奈何 提交于 2020-11-30 02:01:18
问题 The problem : I am using glReadPixles and only occasionally getting black (values of all 0) in my image buffer when reading from GL_BACK. Tool stack : C++17, GLFW, and OpenGL 4.6 What I have tried I have tried setting my glDrawBuffer and glReadBuffer to read directly from GL_FRONT and GL_BACK. GL_FRONT does work fine as I believe the frame is complete (I have a debug function which checks the framebuffer status complete). However, I need to read from GL_BACK because I am rendering several

Drawing a triangle in OpenGL fragment shader

不问归期 提交于 2020-11-29 23:50:37
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )

Drawing a triangle in OpenGL fragment shader

淺唱寂寞╮ 提交于 2020-11-29 23:46:23
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )

Drawing a triangle in OpenGL fragment shader

笑着哭i 提交于 2020-11-29 23:43:16
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )

Drawing a triangle in OpenGL fragment shader

有些话、适合烂在心里 提交于 2020-11-29 23:42:47
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )