Pyrr | 3D mathematical functions using NumPy | Math library
kandi X-RAY | Pyrr Summary
kandi X-RAY | Pyrr Summary
Provides 3D mathematical functions using the power of NumPy.
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Top functions reviewed by kandi - BETA
- Generate vertex normals from vertices
- Return the cross product of two quaternions
- Generate the normals between two vectors
- Solve two quaternions
- Lerp two quaternions
- Create a vector scale
- Normalize a vector
- Create an orthogonal projection matrix
- Create orthogonal projection
- R Creates a projection matrix for a given bounding box
- Create a projection projection for a given bounding box
- Create XY plane
- Create a z - coordinate matrix
- Create a 2D XYZ
- Create a vector from a 4 - bit vector
- Create a matrix from a 3 - dimensional vector
- Complex conjugate
- Create a matrix from a matrix
- Decomposes the quaternion
- Create vector from line
- Add AABB bb to a bb
- Create a rectangle from the given bounds
- Create an array from an AABB array
- Check whether a quaternion is a non - zero length
- R Creates a projection matrix
- Inverse inverse of matrix
Pyrr Key Features
Pyrr Examples and Code Snippets
z_trans = numpy.array([0, 0, z, 0])
z_trans = pyrr.Matrix44([1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, z,
0, 0, 0, 1])
glDrawElements(GL_POLYGON, 4, GL_UNSIGNED_INT, None)
display = (1280, 750)
buffer_data = [255, 128, 0] * (display[0] * display[1])
buffer = (GLubyte * (display[0] * display[1] * 3))(*buffer_data)
glDrawPixels(display[0], display[1], GL_RGB, GL_UNSIGNED_BYTE, buffer)
somePoint = glm.vec3(x, y, z)
tranaltionVec = glm.vec3(xTrans, yTrans, zTrans)
translationMatrix = glm.translate(glm.mat4(1), tranaltionVec)
currentPointPosition = translationMatrix * glm.vec4(somePoint, 1)
somePoi
texture_coord = np.array([0, 0,
0, 1,
1, 1,
1, 0], dtype=np.float32)
VBO2 = glGenBuffers(1) # generate vbo
glBindBuffer(GL_ARRAY_BUFFER
indirect = np.array([[3, 10, 0, 0], [3, 5, 1, 0]], dtype=np.uint32)
glMultiDrawArraysIndirect(GL_TRIANGLES, indirect, 2, 16)
glMultiDrawArraysIndirect(GL_TRIANGLES, indirect,
indirect.shape[0], indirect.dtype.
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
tudo = np.array(tudo, np.uint32)
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, ctypes.c_void_p(0))
glDrawElem
shaderObj = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
shaderObjBackground = compileProgram(compileShader(VERTEX_SHADER, GL_VERTEX_SHADER), compileShader(FRAGMENT_SHADER, G
AO = glGenVertexArrays(1)
glBindVertexArray(VAO)
IBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
framebuffer_size = app.width, app.height
tf = glGenTextures(1)
# [...]
@app.event
def on_draw():
# [...]
glViewport(0, 0, framebuffer_size[0], framebuffer_size[1]) # <----
glBindFramebuffer(GL_FRAMEBUFFER, f)
glClear(
Community Discussions
Trending Discussions on Pyrr
QUESTION
When I try to create a cube that can be moved around using the z-axis using a translation matrix, half of the cube doesn't render and when I try to change the z-value, the FOV seems to increase.
Is it because of the translation matrix, or is there some other error going on here, and how would I fix it?
Full code:
...ANSWER
Answered 2022-Feb-25 at 01:55I had found the error. It was with this line:
QUESTION
So i'm trying to make a function for displaying a circle, here's the function :
...ANSWER
Answered 2022-Feb-20 at 19:34You don't use the x
, y
and size
arguments at all. A glBegin
/glEnd
sequence must be delimited with glEnd
. e.g.:
QUESTION
The element array buffer does not seem to be affecting the image, because the cube is drawn the same regardless of the value of indices
, the variable that changes which points are shown.
Full code:
...ANSWER
Answered 2022-Feb-20 at 07:41You have to use glDrawElements
instead of glDrawArrays
. glDrawArrays
renders the primitives in vertex order. glDrawElements
uses the index buffer to render the primitives:
glDrawArrays(GL_POLYGON, 0, 6000)
QUESTION
So i'm working on a voxel base engine and i'm currently changing from tkinter's canvas to PyOpenGl. I found the function glDrawnPixels who is very important for my engine. But here's the problem, i don't know OpenGL or PyOpenGl so much and my tentative sold with black pixel. So how do i do to have different color of pixel.
Here's a also my tentative :
...ANSWER
Answered 2022-Jan-09 at 12:49You can use OpenGL/PyOpenGL in a tkinter frame with pyopengltk. An example can be found here: tkinter_opengl_shader_ctypes_glm_meshes.py.
glDrawPixels
is deprecated, do not use it. Render primitives instead. See Primitive.
Anyway you need to set the color date in the buffer (as suggested in a comment). e.g:
buffer = bytearray(800 * 600 * 3)
QUESTION
The quad that I have created is not the same color as I specified. The quad is supposed to be completely red, as evidenced in the code below. The last three values in each row are the ones that specify the color.
...ANSWER
Answered 2021-Nov-11 at 01:36The stride parameter in each glVertexAttribPointer() was given two different numbers. Thanks for @genpfault for pointing that out!
QUESTION
In C++, I can find the current position of a point like this:
...ANSWER
Answered 2021-Sep-03 at 14:32You can use the OpenGL Mathematics (GLM) library for Python (PyGLM)
QUESTION
this is the code i know is making the errors
...ANSWER
Answered 2021-Mar-04 at 06:21Pyrr - Matrices are represented by 2 dimensional NumPy arrays. To convert the NumPy array to a ctypes
you have to flatten
it. The number of elements in the array can be get from the size
attribute:
QUESTION
this is original 2d 256x256 image i am trying to texture on screen. but for some reason it does not rendering without glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) line ever. And when its rendering since pic is 2d i send attrib pointer uv is size of 2 with glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, 0, None) but its turns out this. when i turn it to 3 just for trying sake its like this what eer i try it did not change any better what am i doing wrong here? i realy could use another pair of eyes. thank you. And this is my code:
...ANSWER
Answered 2021-Jan-16 at 21:56You have to set glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
because the default minifying function is GL_NEAREST_MIPMAP_LINEAR
. Since you do not generate mipmaps the texture would be "Mipmap Incomplete" if you do not change the minimize function to GL_NEAREST
or GL_LINEAR
.
The type of the array of texture coordinates must be np.float32
rather than np.uint32
:
QUESTION
when I use anaconda python I can install this requirements.txt with no problem using pip install -r requirements.txt however, when I use venv, I get this error. Do you know how I can fix it? https://pastebin.com/raw/9eUc7H9x
...ANSWER
Answered 2021-Jan-07 at 00:02$ pip install pip --upgrade
$ pip install setuptools --upgrade
QUESTION
I'm programming using Python and Modern OpenGL, and I tried to implement the glMultiDrawArraysIndirect
function in my code to draw a simple shape, I want to apply it later on to a more complex thing, but this is just a simple test that I don't know exactly where the error is.
ANSWER
Answered 2020-Dec-22 at 23:14When you specify the NumPy array you need to specify the type uint32
. The last argument (stride) is specifies the distance in basic machine units between elements of the draw parameter array (16 bytes):
(see glMultiDrawArraysIndirect
)
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install Pyrr
Python 2.7+ / 3.4+
NumPy
multipledispatch
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