glut | Used with the opengl gem
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kandi X-RAY | glut Summary
Glut bindings for ruby. Used with the opengl gem.
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QUESTION
So I recently started to use PyOpenGL's GLUT module and cannot find any simple tutorials on it (links to any would be appreciated) and I just want to create a glut window using glutCreateWindow('window')
, but as soon as the window pops up it disappears. I tried using glutMainLoop()
in my main function but it just gives an error.
ANSWER
Answered 2021-Jun-13 at 12:11You must set glutDisplayFunc
callback. The glut main loop invokes the display call back.
Minimal example:
QUESTION
I am having troubles using OpenGL functions in my render loop.
Here is my code :
ANSWER
Answered 2021-Jun-10 at 07:27I found two ways to "fix" the issue :
- Using the compatibility profile (not recommended but very easy):
QUESTION
I am trying to draw this free airwing model from Starfox 64 in OpenGL. I converted the .fbx file to .obj in Blender and am using tinyobjloader to load it (all requirements for my university subject).
I pretty much slapped the example code (with the modern API) into my program, replaced the file name, and grabbed the attrib.vertices
and attrib.normals
vectors to draw the airwing.
I can view the vertices with GL_POINTS:
...ANSWER
Answered 2021-May-25 at 17:48E: When I wrote this answer originally I had only worked with vertices and normals. I've figured out how to get materials and textures working, but don't have time to write that out at the moment. I will add that in when I have some time, but it's largely the same logic if you wanna poke around the tinyobj header yourselves in the meantime. :-)
I've learned a lot about TinyOBJLoader in the last day so I hope this helps someone in the future. Credit goes to this GitHub repository which uses TinyOBJLoader very clearly and cleanly in fileloader.cpp
.
To summarise what I learned studying that code:
Shapes are of type shape_t
. For a single model OBJ, the size of shapes
is 1. I'm assuming OBJ files can contain multiple objects but I haven't used the file format much to know.
shape_t
's have a member mesh
of type mesh_t
. This member stores the information parsed from the face rows of the OBJ. You can figure out the number of faces your object has by checking the size of the material_ids
member.
The vertex, texture coordinate and normal indices of each face are stored in the indices
member of the mesh. This is of type std::vector
. This is a flattened vector of indices. So for a model with triangulated faces f1, f2 ... fi
, it stores v1, t1, n1, v2, t2, n2 ... vi, ti, ni
. Remember that these indices correspond to the whole vertex, texture coordinate or normal. Personally I triangulated my model by importing into Blender and exporting it with triangulation turned on. TinyOBJ has its own triangulation algorithm you can turn on by setting the reader_config.triangulate
flag.
I've only worked with the vertices and normals so far. Here's how I access and store them to be used in OpenGL:
- Convert the flat vertices and normal arrays into groups of 3, i.e. 3D vectors
QUESTION
I want to draw points with openGL, I have a 32x32 screen size and I want to fill it with the color red, however I don't understand how the parameters of glVertex2f(-1, 0.5)
are working
My first instinct was to do something like this:
...ANSWER
Answered 2021-May-25 at 15:21I recommend to use an Orthographic projection. In Orthographic Projection, the view space coordinates are linearly mapped to the clip space coordinates and normalized device coordinates. The viewing volume is defined by 6 distances (left, right, bottom, top, near, far). The values for left, right, bottom, top, near and far define a cuboid (box).
With legacy OpenGL matrices you can use glOrtho
to set an orthographic projection matrix:
QUESTION
I tried to use the following code Bresenham line drawing but by OpenGL GLUT project. I have successfully run the code but no outcome result. I'm trying to draw to points between the two points p1(5,8) and P2(9,11). But seems have a problem with my for loop.
...ANSWER
Answered 2021-May-19 at 19:56I had double global variables which I didn't notice. Thank you all for your support.
QUESTION
Hello I am trying to orbit the earth around the sun in an orbit path.What I have done so far draw two cirlces one the sun and the earth.The earth is on the ellipse.Tried to use glutTimerFunc() to create an animation but no result, here is the code.How is it possible to make earth orbit around the sun in an ellipse path.
...ANSWER
Answered 2021-May-07 at 11:15I made the global vars:
QUESTION
I am writing a program with OpenGL/GLUT using the fixed function pipeline (I know, I know, it's university). I've written the Quaternion class from scratch with help of other implementations and the internet and it essentially works fine, but it's rotating along every axis in the opposite direction to what I thought it would.
I thought about posting this on the Math stack exchange, but given it's OpenGL/GLUT I thought it would be better understood here.
The axis below are: green -> Y, red -> X, blue -> Z. The darker sides are the positive directions. I've rotated it a little to show the positive Z axis. The axes are the world coordinate axes.
I have defined pressing "a" as a positive rotation in Y. The right hand rule states that this is a counterclockwise rotation in the Y axis. The image shows the rotation of the cube after pressing "a". As you can see, it has rotated clockwise. This occurs for every axis.
My Quaternion class:
...ANSWER
Answered 2021-May-05 at 22:56You build your matrix in row-major order, but glMultMatrixf
expects a column-major matrix. Transposing a rotation matrix is equivalent to inverting it, i.e. rotating in the opposite direction.
To fix it, either build your matrix in column-major order, transpose it, or use glMultTransposeMatrixf
.
QUESTION
So, I'm trying to do a very basic program in OpenGL. Everything went fine, had issues with texturing but now it's all solved.
But now, I have a little issue. The texture shows, but it isn't "centered". I tried changing the vertex positions, but nope, it doesn't work.
Here's an image showing what's happening:
Here's some code that might help:
My includes:
...ANSWER
Answered 2021-May-05 at 20:32The texture coordinates need to be in range [0.0, 1.0]:
QUESTION
Hello I am trying to implement the share of facebook in my javascript code, however I get this error, I tried several solutions suggested but none was successful in its my implementation.
Could someone help me correct this error?
Thanks in advance. Any help is welcome.
Full code: https://pastebin.com/kSgFDf0L
Error on console.
...ANSWER
Answered 2021-May-02 at 20:03I believe that by declaring the variable it will be possible to execute the function. I just don't know if it will work according to what you expect. Well. I believe this works ->
QUESTION
I am attempting to make a 3D rotating torus with lighting. The rotating torus works fine. The lighting is the problem; if I leave GL_SPECULAR
to its default, the light works fine. When I try to set it to a RGBA float quadruplet (what it is supposed to be) it says it is the incorrect format. I tried to print the actual default value of GL_SPECULAR
using print(str(int(GL_SPECULAR)))
it returns the float 4611.0, and I can not find any information on this type of color format. Here is my code:
ANSWER
Answered 2021-Apr-27 at 04:34When lighting (GL_LIGHTING
) is enabled, then the color which is associated, is taken from the material parameters (glMaterial
).
If you still want to use the current color attribute (which is set by glColor
), then you have to enable GL_COLOR_MATERIAL
and to set the color material paramters (glColorMaterial
):
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