我想多次调用同一个元素缓冲区对象上的glDrawElements,其中每个draw调用访问元素缓冲区对象的不同部分。因此,在C/C++中,有许多可能的方法,其中之一就是设置void * indices
参数。我使用QOpenGLWidget在PyQt5中尝试了类似的事情,但我得到了错误
Traceback (most recent call last):
File "path/to/dir/scratch.py", line 305, in paintGL
self.renderer.draw(self.m_gl)
File "path/to/dir/scratch.py", line 257, in draw
obj.drawCall(gl)
File "path/to/dir/scratch.py", line 217, in drawCall
gl.glDrawElements(gl.GL_TRIANGLES, 3, self.idxdtype, 2) # tri2.
TypeError: glDrawElements(self, int, int, int, PYQT_OPENGL_ARRAY): array must be a sequence or a buffer
类型PYQT_OPENGL_ARRAY
是什么意思?我似乎找不到任何暗示here之类的。虽然thispost看起来可能是重复的,但问题首先涉及到PyOpenGL,除了建议的答案之外ctypes.c_void_p(int)
给出了错误
Traceback (most recent call last):
File "path/to/dir/scratch.py", line 305, in paintGL
self.renderer.draw(self.m_gl)
File "path/to/dir/scratch.py", line 257, in draw
obj.drawCall(gl)
File "path/to/dir/scratch.py", line 217, in drawCall
gl.glDrawElements(gl.GL_TRIANGLES, 3, self.idxdtype, ctypes.c_void_p(2)) # tri2.
TypeError: a 1-dimensional buffer is required
抽签通知是这样的。我知道我可以直接使用整个元素缓冲区来绘制两个三角形,但是我希望能够使用void * indices
的这个功能
def drawCall(self, gl):
self.shaderProgram.bind()
self.vao.bind()
self.shaderProgram.setUniformValue(self.u_ColorIdx, self.color)
self.shaderProgram.setUniformValue(self.u_MVPidx, self.mvpMatrix)
# tri1 would be in the y-ve region and colored red.
gl.glDrawElements(gl.GL_TRIANGLES, 3, self.idxdtype, None) # tri1
# tri2 would be in the y+ve region and colored green.
self.shaderProgram.setUniformValue(self.u_ColorIdx, QtGui.QVector4D(0.0, 0.7, 0.3, 1.0))
gl.glDrawElements(gl.GL_TRIANGLES, 3, self.idxdtype, ctypes.c_void_p(2)) # tri2.
# I am aware that I might as well rotate tri1 by 180 degrees around z-axis,
# and set u_color uniform value to green to achieve the desired effect. But I want
# to do it using indices. It seems better for a large number of objects.
self.shaderProgram.release()
self.vao.release()
最后,是指向整个示例code的链接
编辑:我不是在寻找建议使用PyOpenGL/ModernGL设置缓冲区对象的答案
我遇到了同样的问题,最后使用numpy.ndarray.tolist()找到了解决方案
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