I am learning PyOpenGL
and use it in PyQt5
application. I am trying to convert some of my old simple examples from C++
/Qt
to Python
. The following example should draw white triangle on black background. At least it does in the corresponding C++
/Qt
code. But it does nothing, just a black window. Any ideas what I am missing? Note that I need the 'modern' approach using shaders (however according to my knowledge - I may be wrong - the following code should just use a default trivial shader, i.e white color in 2D) instead of all that oldish glBegin()
, glEnd()
.
import numpy as np
from OpenGL import GL
from PyQt5.QtWidgets import QOpenGLWidget, QApplication
class OpenGLWidget(QOpenGLWidget):
def initializeGL(self):
vertices = np.array([0.0, 1.0, -1.0, -1.0, 1.0, -1.0], dtype=np.float32)
bufferId = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferId)
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.size, vertices, GL.GL_STATIC_DRAW)
GL.glEnableVertexAttribArray(0)
GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
def paintGL(self):
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
app = QApplication([])
widget = OpenGLWidget()
widget.show()
app.exec_()
OK, finally, I found my errors:
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL.GL_STATIC_DRAW) # nbytes instead of size
and
GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, None) # i.e. None instead of 0
The complete minimalistic example is as follows:
import numpy as np
from OpenGL import GL
from PyQt5.QtWidgets import QOpenGLWidget, QApplication
class OpenGLWidget(QOpenGLWidget):
def initializeGL(self):
vertices = np.array([0.0, 1.0, -1.0, -1.0, 1.0, -1.0], dtype=np.float32)
bufferId = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferId)
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL.GL_STATIC_DRAW)
GL.glEnableVertexAttribArray(0)
GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, None)
def paintGL(self):
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
app = QApplication([])
widget = OpenGLWidget()
widget.show()
app.exec_()
Note that this however does not follow the 'best practice' - you should be using shaders and VAO! This code is really just the shortest possible...
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