glcontext | connects moderngl to your window or create headless contexts
kandi X-RAY | glcontext Summary
kandi X-RAY | glcontext Summary
glcontext is a library providing OpenGL implementation for ModernGL on multiple platforms.
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glcontext Key Features
glcontext Examples and Code Snippets
@QtCore.pyqtSlot(object)
def frameReceived(self, frame):
self.makeCurrent()
...
Community Discussions
Trending Discussions on glcontext
QUESTION
I get this error There is no OpenGL context current in the current thread when trying to display a frame. The line where it occurs may be this one GL.createCapabilities(); (in the private method Window.init) and i think it fails because the glcontext is not initialized or something like this.
here's the code :
...ANSWER
Answered 2021-May-12 at 18:57In init()
you explicitly tell GLFW to not create any OpenGL context for any further created window by calling glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
.
So, the window you create after init()
returned will not have an OpenGL context created for it.
The default for the GLFW_CLIENT_API
window hint is GLFW_OPENGL_API
, so if you want the second window you create to also have an OpenGL context, simply not set that window hint.
QUESTION
I am currently writting a game with the JOGL bindings to use OpenGL but I am so struggling on this.
I need to initialize my vaos and vbos (for each component) using the GL2 variable that I collected in the init method in the class that implements GLEventListener. Like so,
...ANSWER
Answered 2021-May-01 at 11:23The GL context usually gets created when the window is made visible for the first time, but it's platform specific - could be when the window is created, could be immediately before your program starts drawing. The init() method will get invoked before the first display() but again there's no guarantee about exactly when this happens.
My advice for JOGL is not to store the GL context permanently. Instead every init(), display(), reshape() starts with
QUESTION
In TypeScript (NodeJS), I am struggling to convert a Uint8Array with bitmap image data into a CanvasImageSource type.
More ContextI am working on a typescript library that will be used in the browser as well as NodeJS environments. The library does image operations with WebGL, so in NodeJS environments, I am attempting to leverage headless-gl. My library includes a function (getCanvasImageSource
) that returns a CanvasImageSource for clients to use.
A bunch of code was removed for the purposes of asking the question. A WebGL shader will create the desired image on the gl context, which the client can retrieve through the CanvasImageSource
. This works as intended in a browser client.
ANSWER
Answered 2021-Jan-13 at 05:46According to the spec a CanvasImageSource
is
QUESTION
I am learning openGL in C++ and I got to the point where I could draw a triangle. I decided to put the creation of the triangle into a class so that all the code wasn't just in one file and now when I execute the draw function nothing happens. I've been looking through this code for a while now I can't figure out why this happens.
The program dosen't crash it just draws a black background. Also OpenGL does not return any errors.
Here is my main function:
...ANSWER
Answered 2021-Jan-06 at 07:51glBufferData(GL_ARRAY_BUFFER, sizeof(_verticies.data()), _verticies.data(), GL_STATIC_DRAW);
QUESTION
I'm trying to setup an orthographic camera in C++ and I have some problems getting the rotation correctly.
When I try to rotate the camera around the z axis by 45 degrees, everything works as expected (model is defined from -0.5f to 0.5f).
However, when trying to rotate around x axis, the angle gets really amplified (i.e. rotation around 1 radian makes it almost disappear).
Here is the related code:
...ANSWER
Answered 2020-Oct-18 at 19:23When you rotate a round the x or y axis, then the objects is clipped by the near and far plane of the Orthographic projection. By default near is -1.0 and far is 1.0. Increase the distance to the near and far plane (see glm::ortho
). For instance:
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
QUESTION
Im working with lwjgl version 3.1.0 and GLContext doesnt seem to exist.
import org.lwjgl.opengl.GLContext;
im getting an error with this line.
any ideas?
...ANSWER
Answered 2020-Sep-20 at 16:27This error message is correct. org.lwjgl.opengl.GLContext
does not exist in LWJGL 3.
QUESTION
About my project: I am working with OpenGL3.2 on Linux and I have built a basic application using GTK3 with a GLArea widget. The program is written in Python using the PyCharm IDE. The project interpreter is set to Python 3.8 and I have loaded up the following packages: Pillow 7.1.2, PyGObject 3.36.1, PyOpenGL 3.1.5, numpy 1.18, pyrr 0.10.3 and glfw 1.11.2 (see image at bottom)
My Problem:I have a program that runs correctly using GLFW but will not run correctly using GTK3's GLArea. I am trying to render to a texture using a custom framebuffer object The GTK3 based program does not successfully render to the custom framebuffer. However, the GLFW based program renders just fine. There is no difference in the OpenGL code. I am only changing the windowing code. Is there something I need to enable with GTK3 in order to use custom framebuffers? The documentation for GTK3 (here) only indicates that special flags need to be set to enable the depth buffer and the stencil buffer (I have enabled both of these) but nothing related to custom texture buffers.
Any and all insights greatly appreciated.
Here is the problematic GTK3 GLArea program:
...ANSWER
Answered 2020-Jun-17 at 18:44It turns out that GLArea is not using framebuffer 0 as the default. The issue here is resetting the framebuffer back to 0 at the end of the rendering loop with glBindFramebuffer(GL_FRAMEBUFFER, 0). Instead, use default_ID = glGetIntegerv(GL_FRAMEBUFFER_BINDING) at the beginning of the rendering loop to get the current default ID. At the end of the loop, reset to the default framebuffer using glBindFramebuffer(GL_FRAMEBUFFER, default_ID).
QUESTION
I am currently trying to draw into a GLArea of Gtk#. Gtk# sadly doesn't come with the GL functions and only provides context creation.
I am now trying for days to get the latest prerelease of OpenTK (4.0.0-pre.10) work with Gtk#'s GLArea.
...ANSWER
Answered 2020-May-21 at 21:52First of all using the GLFW bindings requires an active Opengl Context created by it and seconds of all you might want to use some other bindings context, sadly they provide only the one for GLFW because that's what they chose to use for windowing.
I have made a bindings context that works for Linux and with the help of someone I made something that will work on both windows too. You can grab it from here https://gist.github.com/NepNet/e4e75defb3748f76f10302b585b9839b. I suggest loading the bindings in the OnRealized event of the GLArea and make it's context current if you use the NativeBindingsContext because OpenGL on windows requires an active context for it to return valid pointers the other 2 files are required by it but if you want to target only one platform you can use only the glx context for linux and wgl for windows
edited:
You can load the bindings before starting the gtk app because glx doesn't require an active context to return the function pointers but I sugest loading them in the OnRealized event of the GLArea with an optional static boolean to not load them more than once and If you want to do GL calls in the onrealized I suggest to make the context of the area curent and as for windows I don't have a solution yet, tried with 'opengl32.dll' and wglGetProcAddress and seems to return 0 most of the time even with an active context
QUESTION
I started working on a github project(a logic gate simulator) with gtkmm and epoxy. I have an optimus laptop with debian buster and nvidia-bumblebee drivers installed and everything works fine except that if i start the program using optirun or primusrun, neither the glArea->queue_render
, nor glArea->queue_draw
function seems to work. I have to resize the window in order to rerender the glArea widget. Also sometimes when I restart the system and compile the program it wont start with bumblebee at all and outputs the following error:
311-0-no gl implementation is available
It might by something with my system, but optirun and primusrun usually works fine.
Any Idea what might be the cause of this problem?
the renderer class:
...ANSWER
Answered 2020-May-19 at 18:00OpenGL is poorly integrated with GTK+3, for example on OS X, you'll have this error displayed because OpenGL is simply not implemented. Maybe this is the same case for you
In addition in gtkmm-3.18 a bug (fixed since this version) displaying this error when GLArea class was derived. But this is not your case.
If that may help you I have a similar application mixing OpenGL/GTKmm in Lecrapouille/SimTaDyn I guess this will give you the same error.
QUESTION
I'm trying to learn ThreeJS, so I added the library to existing NextjS project. I wanted to see a cube in my frontpage. but I can't see nothing. The renderer code is :
...ANSWER
Answered 2020-May-01 at 09:51The camera object is also a 3D object, and by default positioned in (0,0,0). At the moment it's inside the box. Thus you cannot see the box. Just adding the following line should help (with the z value set to the distance you want the camera to be from the box):
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