glcontext | connects moderngl to your window or create headless contexts

 by   moderngl C++ Version: 2.5.0 License: MIT

kandi X-RAY | glcontext Summary

kandi X-RAY | glcontext Summary

glcontext is a C++ library. glcontext has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

glcontext is a library providing OpenGL implementation for ModernGL on multiple platforms.
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              glcontext has a low active ecosystem.
              It has 24 star(s) with 10 fork(s). There are 4 watchers for this library.
              There were 2 major release(s) in the last 12 months.
              There are 9 open issues and 12 have been closed. On average issues are closed in 48 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of glcontext is 2.5.0

            kandi-Quality Quality

              glcontext has no bugs reported.

            kandi-Security Security

              glcontext has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              glcontext is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              glcontext releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            glcontext Key Features

            No Key Features are available at this moment for glcontext.

            glcontext Examples and Code Snippets

            Qt / openGL textures not working correctly
            Pythondot img1Lines of Code : 5dot img1License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            @QtCore.pyqtSlot(object)
            def frameReceived(self, frame):
                self.makeCurrent()
                ...
            

            Community Discussions

            QUESTION

            Error while creating basic GLFW window with LWJGL 3.2.3 build 13
            Asked 2021-May-12 at 18:57

            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 18:57

            In 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.

            Source https://stackoverflow.com/questions/67508849

            QUESTION

            How to retrieve a GL2 instance?
            Asked 2021-May-01 at 11:23

            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 11:23

            The 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

            Source https://stackoverflow.com/questions/67340435

            QUESTION

            How to convert a Uint8Array to a CanvasImageSource?
            Asked 2021-Jan-13 at 05:46

            In TypeScript (NodeJS), I am struggling to convert a Uint8Array with bitmap image data into a CanvasImageSource type.

            More Context

            I 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 05:46

            According to the spec a CanvasImageSource is

            Source https://stackoverflow.com/questions/65659714

            QUESTION

            OpenGL not drawing triangle in C++
            Asked 2021-Jan-06 at 07:51

            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 07:51
            glBufferData(GL_ARRAY_BUFFER, sizeof(_verticies.data()), _verticies.data(), GL_STATIC_DRAW);
            

            Source https://stackoverflow.com/questions/65590630

            QUESTION

            Rotate camera around z axis by 45 degrees works but not around x axis
            Asked 2020-Oct-21 at 11:33

            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 19:23

            When 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);

            Source https://stackoverflow.com/questions/64417403

            QUESTION

            GLContext cannot be resolved
            Asked 2020-Sep-20 at 16:27

            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 16:27

            This error message is correct. org.lwjgl.opengl.GLContext does not exist in LWJGL 3.

            Source https://stackoverflow.com/questions/63979381

            QUESTION

            Framebuffer issue (render to texture) with GTK3 GLArea vs GLFW: Identical OpenGL program works in GLFW but not GTK3's GLArea
            Asked 2020-Jun-17 at 18:44

            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 18:44
            Solution

            It 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).

            Source https://stackoverflow.com/questions/62422683

            QUESTION

            OpenTK 4.0 + Gtk# bindings initialization
            Asked 2020-May-21 at 21:52

            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 21:52

            First 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

            Source https://stackoverflow.com/questions/61714906

            QUESTION

            Gtk/gtkmm glarea queue render doesnt work with dedicated graphics
            Asked 2020-May-19 at 18:00

            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 18:00

            OpenGL 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.

            Source https://stackoverflow.com/questions/61632613

            QUESTION

            ThreeJS cube not showing
            Asked 2020-May-01 at 09:51

            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 09:51

            The 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):

            Source https://stackoverflow.com/questions/61452412

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install glcontext

            You can download it from GitHub.

            Support

            Pull Requests will be merged if they match the Development Guide. For prototypes, pure python implementations using ctypes are also welcome. We will probably port it to a proper extension in the future.
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            Install
          • PyPI

            pip install glcontext

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            https://github.com/moderngl/glcontext.git

          • CLI

            gh repo clone moderngl/glcontext

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            git@github.com:moderngl/glcontext.git

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